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3ds max vertex paint ornatrix
3ds max vertex paint ornatrix













3ds max vertex paint ornatrix

Consider potential hair chunks you MIGHT need in the future that you can reasonably fit into the sheet, even if you don’t need it for one specific model you’re making. Plan ahead for maximum reusability of the texture sheet you’re making. Planning your hair sheet & generating fibermesh Pick a high ambient light material for previewing fibermesh. Quick rendering becomes very important down the line. Optimize your preview renderer for quick rendering. Import the bake plane as your texture sheet reference. Planning your hair sheet & generating Fibermesh & settingsĪssigning random group vertex color ID, exporting Zbrush scene creation for hair texture authoring The small cards on bottom right can be placed on the visible hairline to blend it more naturally to the scalp. The relatively wide frizz card in the center can be placed in between bigger primary cards to break up any noticeable geometry transitions and to vary the silhouette at glancing angles. A texture sheet for modeling this hair would look something like this: We can see that this haistyle is medium length at longest, requires quite a lot of textural variation in both primary and secondary cards, and also calls for cards for the shorter bangs. Analyzing photos of real hair helps you break down what you need to achieve that texture, length and cut.Īs usual, we follow a primary-secondary-tertiary model of parsing shapes. Note that as an exercise, it’d be great to redo the existing hair textures with current pipeline stuff if you prefer to have an existing hair layout to start from.īefore you start creating your hair textures, it’s important to get very familiar with looking at real hair reference and reading the necessary information from it. Our in-house Fibermesh settings preset, located on Perforce Perforce directory for preset and template assets can be found here: ConanSandbox\Assets\Content\Characters\Outsource\Hair\ Ultimately, the results are what counts, a tool is just a tool. The baking part applies equally to all software workflows :) I focus on Zbrush here because of its wide availability and relatively smaller learning curve of a few hours vs the several days I spent figuring out Ornatrix, and most FC artists do not have Maya licenses to use Xgen. Do better than me, please! Exiles deserves good hair!Īlso, if you have access to Ornatrix or Xgen (native to Maya) instead, it’s preferable to author hair textures with those. I had very limited time to put this together for educational purposes, so the actual art output here does not reflect the quality standard we want to achieve. Before you start: Note that this is a technical workflow presentation and not a fully fleshed out artistic demo.















3ds max vertex paint ornatrix