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| Tutorials This section includes all the tutorials for Carrara, Hexagon, Amapi and various others |
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| | #2 (permalink) | |
| NURBS Booleans are your friend ![]() Join Date: Oct 2004 Location: USA
Posts: 116
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I am also looking for this type of a tutorial. If I run into anything, i'll let you know. If you run into anything, keep me posted. Cheers! | |
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| | #3 (permalink) |
| Cube ![]() Join Date: May 2005 Location: Walnut Creek Ca USA
Posts: 69
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Here's a tute for LW, but i was able to use it to create hair in Carrara, don't see why it can't be used in Hex. http://www.newtek.com/products/light...air/index.html The important thing about doing hair this way is to make sure that the 'strips' always have a slight curve to them. It also helps to picture hair as having "layers' if doing hair this way. Here's a thread with a head o'hair I did using this method: http://www.3dxtract.com/cfforum/view...m=17&Topic=950 m!ke |
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| | #5 (permalink) |
| Cube ![]() | Hexagon Hair
I was wondering how to do this as well. I took a look at some poser model hair and figured out how the geometry was created. I tried to duplicate as close as possible Sassy Hair from DAZ. Think I got it close. I did not create a skull cap or finer strands of hair. Got tired of working on it. I used 3 tools in Hexagon to get the job done: Facet Tool, Fast Extrude and Tweak. Also, the Universal Manipulator for positioning and scaling. If you look at Thomas' tutorials he uses the same tools (for the most part) when creating human figures. The technique works great but be preparded to spend a lot of time tweaking and adjusting positions. You may want to import a low-res poser head to give you a better perspective when modeling the hair. Next is the textures. This will be the most important aspect to have the hair look real. I do it two ways. Photograph a person with nice long hair (side shot) or create it from scratch. Either using a photograph or from scratch I do all the work in Photoshop. Next you need to make transparancy map for the alpha channel. The ticky part ( at least for me) was the uv mapping. I think this is due to my not having a good grasp on Carrara's mapping functions in the model room. It took me a while to get it right. Also, use Anisotropic Lighting Model in the texture. I use the latrltude set to 0 degrees. Do view the tutorial that cartoonMike recommends. This translates well in Hexagon for the modeling part. Note: I worked on this on and off for over a week. Then I went and got a hair cut. It's a shame that some of use spend so much time on this kind of stuff and never see a dime made. Marc |
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| | #7 (permalink) |
| Rêveur à points cardinaux ![]() Join Date: Mar 2005 Location: France
Posts: 1,435
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Really nice !
__________________ Laurent. Core Duo 2 E6600, Ati X1650, 2Go, Win Xp Et un tas de logiciels qui ne font rien sans imagination. Mon siteTout s'arrange toujours, même... mal. |
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| | #8 (permalink) |
| Cube ![]() | More Info
In this example you see that I imported a poser head and created a Facet. You will fast extrude trying to keep the extrusions about the same distance. Using the head as a guide you will shape the extruded facet using edge and vertex tweaking. When I tweak on a vertex level I use soft selection. Use the universal manipulator as often as you can for positioning and scaling. There may be many different ways to model the hair. As an example you could select the center edges of the facet and move them to where you get a convex shape. This will give you a slight roundness to the strands. I made one strand and copied, positioned, rotated and tweaked. This is time consuming so, set aside a couple hours. Make sure to fill in the all the space between the strands or the head will show through. You could select faces on the poser head that would represent the shape of a skull cap and copy and position above the poser head. I have not tried this but I know it would work. Good luck and have fun. Marc |
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