Hi, I'm doing a dynamic hair system through XGen Interactive Grooming method. So far working fine, but I wnated to assign different texture to the hairs (which are hair cards) if possible without having to construct different Descriptions. Notice: it's for assigning different texture sets, not one texture to put different…
hi polycount it's been long time since i post here so ive been working to develop my skill and i work on portrait start sculpting from sphere i use xgen for hair and arnold for rendering comp in nuke so i need ur critiques about everything thanks i post more images on artstation https://www.artstation.com/artwork/xzqVK4
@gerry91_3D I did a base of the clothes in Marvelous Designer and then exported to zbrush to work on the details. The hair and feathers were done in Xgen on Maya and it's made of handplaced alpha cards. It was a long process but I'm happy with the way it looks in the end :) @Nuclear Angel I'm happy you liked it, it kinda…
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…
So Currently I'm in the process of making hair this is what I had so far but I feel the hair strands look weird (too flat i guess) I tried to change the color of some of the hair but it still doesn't look like his hair from the reference (where he has lighter and darker hairs) (comparing new hair strand coloring method to…
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…