Hey Ron.
Great new technique!
Hey Ron.
Great new technique!
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.
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
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.
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.
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 .
Hi Cwahl
That’s was that !
The moment “pressing the make 3D button” was not signify
All is clear now!
Pilou
ps because I had very often used this button, I was confused to not see it on the text
An extension of the techniques ron and I discussed yesterday, here’s a quick stab at feathers/scales:
A few other things we worked out; using the ‘m’ hotkey to mark makes drawing out your objects incredibly fast. You quickly work up a rhythm of drag, m, drag, m, drag, m etc…
The other thing, which isn’t strictly needed, is you put your base object on one layer, and do your hair/feathers on another. That way your base object is protected, allowing you to try several approaches if need be.
-matt
Hey Matt.
Good to know there’s a shortcut for marking.
The ‘M’ key. Derrr…I should have known. :rolleyes:
That’s an interesting armoured look you have going there. It’s obvious that this is not just a process for making hair.
Ron- A bit of friendly competition’s always good.
Results from Alpha-Skinning using the ‘Double-sided’ option.
Alpha Skinning = Make3D
Pilou
Thank you for sharing, although I don’t make hair often, this could be an interesting method for creating grass and other types of plants. If I can knock something out, I’ll post an image. Keep up the experimenting!
Hi mestela, that image looks like the one I saw on evasion|3D site look at meshpaint gallery and see what I mean.
See ya,
Jinxius.
Heh, so it does:
Their gallery is a great source of ideas:
http://www.evasion3d.com/mp_gallery.html
Thanks for the link!
Cheers,
-matt
I love what you two are doing and i been trying to get the hang of it. I’m still pretty newb at this as i am not the best at experimentation.
So, i got 3 questions
last one, - When you guys style it with deformations are you using the gyro or clicking edit?
Forlocks,
thats a pretty old thread - we havent heard from Cwahl in a while.
heres a thread with a zscript he posted to make this kind of hair.
http://www.zbrushcentral.com/zbc/showthread.php?p=40704#post40704
Optimize is in the the geometry section of the tool pallette -
I think this hair was figured out in 1.5b from reading the threads -so there might be slight procedural differences.
Deformations is in the tool pallette too
H