Blender Hair Tool Tutorial – Part 02 _ By Jack Perry
Check Part 1 also — link given below
This is part 2 of my Blender Hair tutorial, where I will briefly go over my process for creating the short parts of Syn’s hairstyle using Particle Hair and Hair Tool’s interactive grooming tools. To reiterate this is a high level guide to my process. far more detailed explanations on how to use Hair Tool can be found in Jose Conseco’s docs here: https://joseconseco.github.io/HairToolDocs_28/#hair-tool-2-for-blender-28 Also if you like this please check out my free store asset, where I give away the Marmoset scene for my Syn character along with all her textures, including the hair textures I created for this project: https://artstn.co/m/Kn9z
Add a new Vertex Group to your hair cap and in Weight mode paint vertex weights to define your grow area. Add a particle system to your hair cap, define its settings and add your vertex weight group to Length and Density. Enter Particle mode and block out an initial flow to your hair. In Particle mode click on Interactive Grooming to create hair cards and allow for their grooming. Set the strand width setting to fix the over sized hair cards. Toggle Tilt Aligning to have the hair cards to realign to the head on each tweak refresh. Click on Scale Hair to increase or decrease the hair scale percentage. Use the groom brush to refine your hair. Use the smooth brush to straighten out hairs based on stroke direction and adjacent strand direction. Add or remove length to your hair by click dragging, or shift click dragging respectively. Use the Puff brush to stand the hairs up on end. Shift click does the inverse. Expand Particle Settings in the scene outliner to access the Particle curves. Then in edit mode use proportional editing to make broad changes to your grooms shape. Turn on Connected only to edit individual strands. Convert Curve Ribbons to Mesh Ribbons to Mesh Ribbons so that you can use standard poly modeling tools. Here I am scaling all the hair cards from their individual origins to help fill any gaps and make hair details more visible. Now you can continue to refine and sculpt your hair using the poly modeling tools. When converting back to curves from mesh ribbons all mesh edits will be lost! If you feel at this stage that your hair needs further optimization I find that a decimate modifier set to planar works well. Change the angle limit to edit the amount of reduction. Be careful however, as going too far will break your hair. As you can see this method is great for creating dense short hair with great volume and coverage.
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