ZBrushCentral

Need a tutorial for making hair that can can be used in other programs

Hi,

I’m in the middle of making my first figure, I want to make a hair model that can be conformed to this figure to be used in other pose and render programs. I would want this “wig” to have separate parts that can be moved around to give it a more natural look when animated.

I spent about 3 weeks developing a “wig” but what happened was the UV’s were such a mess and I was too far into it to go backwards to I just trashed that side project so Pan is bald once again! :smiley:

So I need one that concentrates more on not just form and creation but will show me how to make sure my UV’s flow nicely too. Not sure if I would start out with ZSpheres or what at this point.

Thanks so much

Richard

Yes it can be done in ZBrush Richard, and very similar to the way it’s done in other modeling programs.

Here is a very easy to follow video on making hair with the Topology Brush:

[video=youtube_share;8bgOLGZWF40]http://youtu.be/8bgOLGZWF40[/video]

There are many other ways of doing it, but this video is so easy to follow I thought I would post it.

Also Richard (if you don’t mind me saying), while I thought you did a nice job on your Pan hair, I felt you made it too geometry heavy and possibly struggled trying to manage it.

Hi and thanks very much.

I guess you must be a member over at the Hivewire forums but don’t know who you are here! lol

Richard :smiley:

Yes Richard, tis Dylan here. That username was taken here so I had to use dillster.

Ah, tis you. OK. Well it wasn’t so much the amount of geometry but it was the UV’s that had my panties in a twist. I’ve not started on the work of the new one as of yet but the vid you turned me on to gave me some great ideas.

The thing about using the Topology Brush to redraw out new hair swatches is that then ALL those need to be mapped too. Someone mentioned that perhaps make a skull cap, then make like two or three swatches, UV map them and then continue to duplicate the swatches to fill in where I need them by moving them where I want.

Not sure if there is an easier way to move them to the exact place though.

What’s your thought on this path?

The thing about using the Topology Brush to redraw out new hair swatches is that then ALL those need to be mapped too. Someone mentioned that perhaps make a skull cap, then make like two or three swatches, UV map them and then continue to duplicate the swatches to fill in where I need them by moving them where I want.

Not sure if there is an easier way to move them to the exact place though.

Yes that’s a fairly common way to go. Make a few swatches for each of the bangs etc. You can just do say one side of the head then (instead of moving) mirror them for the other side and group that side. The top part (for Pan) you will probably do as one piece, I think. That would be my approach anyway. Rather than too much mingling of lots of groups, I would keep it to a minimum amount so as not to have too many islands on the UV map. I hope that makes sense.