the moik thank you for this wonderful tutorial for grooming. I myself have been delving into xgen hair, I really dig the tube to curves workflow! I'm about to give it a shot :) My workflow has been sculpting the basic form of the hair, painting guides, then snapping to scalp. The tubes seem to give like you said, good…
Ah! Thanks for pointing that out. The displacement map ended up really blurry, I'll have to re-export it. As for the texture, I was originally instructed for the class to use Maya 2015's Xgen and plug flat colors into it, but the school's build is buggy and won't render. The "fur" was a last minute edit. Needless to say…
Hi, this is my new personal project i am working on. trying to pratice game hair and i would love some feedback on this. =) Current Hair cards are 29k polys but ill perform mesh reduce after final modeling is done that should bring polycount under 25k polys, Hi-poly hair particles generated in xgen, baked in xNormal , hair…
the maya team bought all the tech to jumpstart the development... if you would develop something like xgen from the ground you would need 5 years or more... and all the smaller tools are rewritten from the ground with help from the original dev team... and in case of mash they grabbed also the developers... they still work…
I would say equal in many aspect (modeling, rendering especially). It is still lacking in terms of rigging tools and animation workflow (Maya is still the king for that). Also, Maya has Muscle system, NCloth, Xgen and bunch of other plug-ins and add-ons often used in VFX. Blender is definitely a must have tool for any…
i wont say that... its still Solidangle... its the same deal like with the shotgun developers... and they are doing very well... also Bifrost in maya is doing well... it will take one or two years more to cook but there is a lot in the pipe... also MASH has changed a lot since the bought it... also for xgen are some cool…
1080 over Vega all day. The 1070 Ti is a good choice too, about as powerful as the 1080 but can sometimes be found for $100-150 or so less. I just did a 8700k/32GB/1070 Ti build here and it's awesome. New Nvidia 1180/2080 or whatever it is called should be announced this summer but unlikely to be available until fall, so…
I created this 3D character in Makehuman and Autodesk Maya. It is fully rigged, including face rigs and contains Xgen hair. Took me over one month to create. Should I make tutorial how to make character like this? Would it be useful for someone? I am also looking for any feedback. If you have any idea what could be better,…
Hey guys. This is pretty much the first time I'm uploading a more or less finished project to the internet. I sculpted it myself but the design is loosely based on a character from a work by Weta artist Tom Newbury, whose tutorials I recommend. The sculpt was done in Zbrush, textured in Mari and it is rendered with Arnold…
Hi everyone! I'll be posting in the next week some charactersl I did for Decoherence at Efecto Studios, i've worked on modeled and textured for these characters I'm so happy to have done these characters, the hair it was the most important part I done, I learned to make hair cards with Xgen Maya to get the look i needed.…