ZBrushCentral

Creating Hair with Alpha Skinning

oh my goodness, do you all realize what you all have done? you all are on your way to creating an official new zbrush technique! I won’t be suprised if this thread will be permenantly highlighted as well as this technique being mentioned in an updated version of the practical guide…

The next step is for someone to create zscripts for all 3 different hair hair creation methods we’ve seen in zbrush so far. Each one has their place of use.

keep exploring!!

so- this is my latest attempt to refine the hair thing.
it’s a departure from the alpha method = this is more fiddly but once you’ve made -say an eyebrow tool -thats it -
you just reuse and modify it as needed. i’m sure you can do whole wigs this way, that you could custom style once you’ve made a basic model
also because of the nice long taper you get with this method its getting into the realm of fur rather than simply ‘hair’.

when i’ve figured out how to- i will do a zscript . but basically you start with modified 3d cones making multimarker objects - making polymesh and multimarking again until you build up usable sized patches of hair.
anyway i’ll try and put together a demonstration of some kind if people are interested.

very cool£¬i’d wait for your tur¡££º£© :+1: :+1:

All your topics are very interesting and brings really something. :+1: It would be great if someone could create a script based on hair’s creation.

heres a basic how to…

let me know if there’s any glaring errors.

Hairs by hairs with micro chirurgy :slight_smile:
Cool tut :cool:
Pilou

So now all we need is a new Tool type; Comb! & perhaps some way to apply hair gel :slight_smile:

With this method, i done a try for vegetation.

fantastic mapsle!! great jungle!
:+1:

There’s some impressive results here, the poly counts must get scary though, even by Z-Brush standards!

Hey Ron.

Great new technique! :+1: :+1: :+1:

Hey Ron. Thanks again for that new approach.

Here’s a technique which combines both our methods. A quicker way to build a full wig, instead of doing it strand by strand.

We make a pretty good team. :+1:

but i think the last methods is very …like fibre brush or fibre shader.i see£¬these effect…i maybe choose fibre brush because it¡®s fast …

That last one looks awsome, please post a full hair style. Would love seing that done with this tech.

<BLOCKQUOTE>quote:</font><HR> That last one looks awsome, please post a full hair style. Would love seing that done with this tech.


I said “Hi” …

<HR></BLOCKQUOTE>

Heh … when I saw ur sig … and thought about my sig … it made me laugh :slight_smile:

Its like ur answering me. hehe.

tdrs- Yes it does look similar to the Fibre Brush/Fibre Shader, but the above method creates an editable object which can be styled to your own tastes, whereas the Fibre brush/shader is a post Render effect and is limited to the brush settings.

Hi Cwahl
Just a little precision :)on for the waiting demo users of the Zb2
In each of your super tuts I don’t see the moment where the “3d creation” is building (like a sort of “make alpha3D” Zb2 ?
What step I have missed ?
Or it’s the Alpha skinning who make automaticly the 3D ?
Pilou

hi cwahl!
i like your variation ! you can do exactly the same thing with groups of my cone hair
once youve made a batch -with the added benefit of each strand having a much lower poly count because they can be as primitive as your prepared to go with the initial strand.
applying the bunches with dragdot is ace though isnt it! that was forum user mestela’s cool idea when we were brainstorming yesterday. makes it so easy to apply.
i cant wait to see what comes up next!

Hi Frenchy

Firstly, this isn’t a Z2 process. I’m a Mac user, so all hair processes shown by me are done using Zbrush 1.55b! So anyone can do them…including Z2 users. :wink:

Secondly, making an alpha into 3D hair is done in the alpha-skinning stage, by choosing the Alpha-skinning settings then pressing the ‘Make 3D’ button. This 3D object is then stretched using the Tool/Size (along the Z plane), to make it into long hair.

Ron- The added advantage of using the skinned object with your method, is that since the hair object is based on a flat alpha, the created object is already aligned to the flat plane. No need for offsetting. And optimizing the object makes it as easy to handle as the primitive.

…but now it sounds like I’m trying to outdo you, Ron. Which is not the case. ALL of these methods have their own individual uses. And if we can combine ideas to make a better process, all the better. :+1:

absolutely ! cwahl ! this bouncing back and forth is just the best way to come up with stuff ! i’m gonna try some more samples today . :+1: