in my experience, a randomized color mask does the best work in the end. if you are a blender user, why do it with maya and xgen? i mean i have no experience with hair in blender. but xgen is old, discontinied and buggy as hell. if i was to learn blender for anything i'd probably start with grooming :D
Hello everybody. How can you bake the generated fur in Maya on an already existing normal map. I have a map of normals obtained when baking a highpoly model on a lowpoly model and I want to add fur generated in Xgen in some places. But I don't understand how to do it. I found an example of using this method, I will attach…
Blender has many disadvantages that Maya does not have. I work in both programs and I can say that Maya is the best program for the 3D character artist. I doubt that xgen is not needed. Given that the new UE 5 does not work with converted hair, i.e. without cards, xgen is revealed at full power. Although to each his own.…
I also wanted to add that the color card (orange color) is very similar to the combined one that we get in substance painter. Especially since you can switch and see for sure that there is roughness on the green channel. Perhaps the xgen signature near the textures is the actual baking in the substance painter. I will try,…
Here's what happened, it's a head test (because it's complete). In principle, it is similar to the pictures from above, but now I have to figure out how to paint them separately, maybe I will use some generators or curve masks in the painter itself to separate the hair from the body. And I'm new to Maya, I used to work in…
it's been a few years since it last came up for me but assuming they haven't broken everything you can use arnold to bake the native xgen fur down. it's orders of magnitude faster than converting to mesh and baking from that you need to use arnold utility nodes and muck around with materials but you can get normals,…