<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.9.2">Jekyll</generator><link href="https://hossimo.com/feed.xml" rel="self" type="application/atom+xml" /><link href="https://hossimo.com/" rel="alternate" type="text/html" /><updated>2022-07-12T05:52:48+00:00</updated><id>https://hossimo.com/feed.xml</id><title type="html">Hossein Moayed</title><subtitle>Look Development and Lighting Artist, Digital Sculptor</subtitle><entry><title type="html">Detective Focks</title><link href="https://hossimo.com/portfolio/detective-focks/" rel="alternate" type="text/html" title="Detective Focks" /><published>2021-06-13T16:31:00+00:00</published><updated>2021-06-13T16:31:00+00:00</updated><id>https://hossimo.com/portfolio/detective-focks</id><content type="html" xml:base="https://hossimo.com/portfolio/detective-focks/">&lt;p&gt;This is my latest personal character that I’ve been developing for my story.&lt;/p&gt;

&lt;p&gt;He is “Detective Focks,” a talented and ambitious private detective hired by Bonanno crime family to figure out the cause of their latest fatal nuisance happened while delivering an important cargo.&lt;/p&gt;

&lt;p&gt;I hope you enjoy it.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Detective_Focks/detective_focks_by_hossimo_01.png&quot; alt=&quot;detective_focks_by_hossimo_01&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Detective_Focks/detective_focks_by_hossimo_02.png&quot; alt=&quot;detective_focks_by_hossimo_02&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Detective_Focks/detective_focks_by_hossimo_03.png&quot; alt=&quot;detective_focks_by_hossimo_03&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Detective_Focks/detective_focks_by_hossimo_04_details.png&quot; alt=&quot;detective_focks_by_hossimo_04_details&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;</content><author><name></name></author><category term="portfolio" /><category term="lookdevelopment" /><category term="characters" /><summary type="html">This is my latest personal character design for my storyline.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com/images/Characters/Detective_Focks/detective_focks_by_hossimo_square.png" /><media:content medium="image" url="https://hossimo.com/images/Characters/Detective_Focks/detective_focks_by_hossimo_square.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Bonannos’ Train Cargo</title><link href="https://hossimo.com/portfolio/bonannos-train-cargo/" rel="alternate" type="text/html" title="Bonannos’ Train Cargo" /><published>2021-04-01T16:32:00+00:00</published><updated>2021-04-01T16:32:00+00:00</updated><id>https://hossimo.com/portfolio/bonannos-train-cargo</id><content type="html" xml:base="https://hossimo.com/portfolio/bonannos-train-cargo/">&lt;p&gt;This is my latest personal project that I’ve been developing for a while.&lt;/p&gt;

&lt;p&gt;A special deluxe private cargo train nicknamed “IL DORATO - the golden,”  that belongs to Bonanno family in New York, 1901. The Bonanno crime family is one of the “Five Families” who dominate organized crime activities in New York and even generally are considered to be a big part of “American Mafia.”&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_01.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_01&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_02.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_02&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_03.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_03&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_04.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_04&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_05.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_05&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_06.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_06&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_07.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_07&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_08.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_08&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_09.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_09&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_10.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_10&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_11.jpg&quot; alt=&quot;bonanno_train_cargo_by_hossimo_11&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;</content><author><name></name></author><category term="portfolio" /><category term="realistic" /><category term="lookdevelopment" /><summary type="html">This is an asset I created for my story which happens in wild west at the times of the legendary Judge Holden.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_header.jpg" /><media:content medium="image" url="https://hossimo.com/images/LookDev/bonannos_cargo_train/bonanno_train_cargo_by_hossimo_header.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Tips and Tricks: Using Substance Painter In Production</title><link href="https://hossimo.com/articles/tips-and-tricks-using-substance-painter-in-production/" rel="alternate" type="text/html" title="Tips and Tricks: Using Substance Painter In Production" /><published>2021-01-13T22:34:00+00:00</published><updated>2021-01-13T22:34:00+00:00</updated><id>https://hossimo.com/articles/tips-and-tricks-using-substance-painter-in-production</id><content type="html" xml:base="https://hossimo.com/articles/tips-and-tricks-using-substance-painter-in-production/">&lt;p&gt;&lt;em&gt;Substance Painter&lt;/em&gt; is firmly integrated into pipelines of many animation/VFX studios around the world. As a texturing/look development artist in those studios, you have to tackle &lt;em&gt;SP&lt;/em&gt; on a daily basis. I’ve been doing it, and decided to share 10 tips and tricks I picked up along the way.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/look_development_01.jpg&quot; alt=&quot;look_developement_hossimo.com&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Work Non-Destructively&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;The first one is really important, actually. You have to be flexible in terms of art-direction, like trying different looks and explore ideas rather quickly for the directors. To achieve that goal, you need to have control over every visual element you put on the screen. One of the best ways to get that control, is to let &lt;em&gt;masking&lt;/em&gt; be in charge wherever you can. A simple example would be instead of painting directly on &lt;em&gt;height&lt;/em&gt; channel, try painting a &lt;em&gt;mask&lt;/em&gt; for a &lt;em&gt;fill layer&lt;/em&gt; with &lt;em&gt;height&lt;/em&gt; slider to control the depth whenever you want. Actually masking in &lt;em&gt;Substance Painter&lt;/em&gt; could get really complex considering its powerful procedural system (even better when using &lt;em&gt;Substance Designer&lt;/em&gt; along with &lt;em&gt;SP&lt;/em&gt;) and the toolsets like of &lt;em&gt;Generators&lt;/em&gt; or &lt;em&gt;Anchor Points&lt;/em&gt;.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Create Your Own Library&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;Down the production pipeline, you will probably need the unique look you are currently spending your time on, again. Also sometimes there might be a gap between working on two similar assets. There could be lots of situations and possibilities in which you need your works from the past, so to keep it short, try to create a library for yourself. Like you could save a &lt;em&gt;smart material&lt;/em&gt; everytime you finish a new asset to develop a good habit.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Create Your Own Output Template&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;Depending on your &lt;em&gt;SP&lt;/em&gt; shader and target rendering engine, you may need to add or remove channels and the exported maps. It’s better to save multiple &lt;em&gt;templates&lt;/em&gt; for different situations. It helps with consistency in the project.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Don’t underestimate Anchor Points&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;You can use &lt;em&gt;Anchor Point&lt;/em&gt; to create more complex setups to have even more control over your look development project. The idea here is to reference different &lt;em&gt;channels&lt;/em&gt; of a layer to another layer’s, which opens to lots of possibilities.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Keep Everything Organized&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;Always prepare the files as if another artist would continue on your work from tomorrow on, even if you know that’s not the case. By doing so, your files will be readable, editable and reusable by anyone in a robust manner. By not keeping organized, you would lose track of the project sooner or later. No need to mention how confused other artists who will work on the project would be.&lt;/p&gt;

    &lt;p&gt;&lt;img src=&quot;/images/look_development_02.jpg&quot; alt=&quot;look_developement_hossimo.com&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Substance Painter Is A Preview&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;Even with the same &lt;em&gt;environment&lt;/em&gt; light, what you see may be different from what you render in &lt;em&gt;Arnold&lt;/em&gt;. It’s great for quick testing, but it shouldn’t be relied on. So don’t worry if what you see in other render engines, is different from &lt;em&gt;SP&lt;/em&gt;. Technically, &lt;em&gt;Substance Painter&lt;/em&gt; is all about getting the &lt;em&gt;texture maps&lt;/em&gt; with the right colors, values and formats into the target platform.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Check On Every Channel Separately&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;Speaking of the right colors and values, checking each &lt;em&gt;map&lt;/em&gt; separately will help you decide better on each one of them. For example see if there’s appropriate variation in actual &lt;em&gt;roughness&lt;/em&gt; values. Checking each &lt;em&gt;map&lt;/em&gt; also helps to prevent further issues or to debug.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Test All Assets Under Same Light Scenarios In Maya&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;The eighth tip could go a long way in terms of keeping the consistency and reliability of the overall &lt;em&gt;look development and lighting&lt;/em&gt; of the project. In larger studios, look development/lighting teams, would have defined lighting setups and testing environments provided by the supervisors.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Add Final Touches In Maya&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;Depending on the pipeline, you can leave some of exaggerations, fine-tunings and adding variations to colors and values, for &lt;em&gt;Arnold&lt;/em&gt; or generally speaking, rendering engines. Most changes of these natures, follow along while shading the assets.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Stay Consistent&lt;/strong&gt;&lt;/p&gt;

    &lt;p&gt;This is really important in production; mainly because it gets much more readable to other people in the pipeline, and it makes toubleshooting or editing/directing much more predictable at anytime.&lt;/p&gt;
  &lt;/li&gt;
&lt;/ol&gt;</content><author><name></name></author><category term="articles" /><category term="article" /><category term="TipsAndTricks" /><category term="Substance Painter" /><category term="Arnold" /><summary type="html">In this article, I'm gonna go over 10 tips and tricks for getting the most out of SP along with Arnold for Maya in production environment.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com/images/tips_and_tricks_on_substance_painter.jpg" /><media:content medium="image" url="https://hossimo.com/images/tips_and_tricks_on_substance_painter.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Tips and Tricks: How To Use Maya Transfer Attributes Smartly</title><link href="https://hossimo.com/articles/tips-and-tricks-how-to-use-maya-transfer-attributes-smartly/" rel="alternate" type="text/html" title="Tips and Tricks: How To Use Maya Transfer Attributes Smartly" /><published>2020-04-04T19:30:00+00:00</published><updated>2020-04-04T19:30:00+00:00</updated><id>https://hossimo.com/articles/tips-and-tricks-how-to-use-maya-transfer-attributes-smartly</id><content type="html" xml:base="https://hossimo.com/articles/tips-and-tricks-how-to-use-maya-transfer-attributes-smartly/">&lt;p&gt;&lt;em&gt;Maya’s Transfer Attributes&lt;/em&gt; function is probably something you should reconsider when it comes to using it your workflow. Because it’s awesome, and sadly often underestimated!&lt;/p&gt;

&lt;p&gt;So today I’m gonna try to show you guys some examples of how we can use this function to save ourselves some precious time and also the variety of the things we could do with &lt;em&gt;Transfer Attributes&lt;/em&gt;. Hopefully it helps you along with your projects.&lt;/p&gt;

&lt;h3 id=&quot;how-maya-transfer-attributes-works&quot;&gt;How Maya Transfer Attributes Works&lt;/h3&gt;

&lt;p&gt;Much like other &lt;em&gt;Maya&lt;/em&gt; functions, &lt;em&gt;Transfer Attributes&lt;/em&gt; needs a target, and a source geometry. First, you have to select the &lt;strong&gt;source&lt;/strong&gt; geometry, and then the &lt;strong&gt;target&lt;/strong&gt; to which the transfer will be applied.&lt;/p&gt;

&lt;p&gt;You can find &lt;em&gt;Transfer Attributes&lt;/em&gt; in &lt;em&gt;Modeling&lt;/em&gt; section under &lt;em&gt;Mesh&lt;/em&gt;&amp;gt;&lt;em&gt;Transfer Attributes&lt;/em&gt;. After you made your geometry selection click on the the &lt;em&gt;Transfer Attributes&lt;/em&gt; options to see the window below:&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/01_transfer_attributes_options.jpg&quot; alt=&quot;01_transfer_attributes_options&quot; class=&quot;responsive&quot; /&gt;
&lt;em&gt;the default settings&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Think of the first part of the options as “WHAT” you want to transfer between geometries, and the second part as “HOW” you want the attributes to be transferred.&lt;/p&gt;

&lt;p&gt;You can read the full documentation on each one of the options &lt;a href=&quot;https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Modeling/files/GUID-76D5F064-C5A1-4310-B72A-788AB5C9A25B-htm.html&quot; title=&quot;Transfer attributes between meshes&quot;&gt;&lt;em&gt;here&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;On a daily basis, we have to keep an eye on a number of important stuff: &lt;em&gt;Component IDs&lt;/em&gt;, &lt;em&gt;UVs&lt;/em&gt;, &lt;em&gt;Topology Changes&lt;/em&gt;, &lt;em&gt;Spacing&lt;/em&gt; &lt;em&gt;(world, local, etc.)&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;I’m gonna explain more on a couple of examples:&lt;/p&gt;

&lt;h5 id=&quot;case-1-transferring-uvs-between-meshes&quot;&gt;Case #1: Transferring UVs Between Meshes&lt;/h5&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/02_transfer_attributes_case_1.jpg&quot; alt=&quot;02_transfer_attributes_case_1&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;There could be lots of scenarios, here’s the basic one plus a bit of information on other scenarios:&lt;/p&gt;

&lt;p&gt;Here I have two meshes with the same topology, one with the right &lt;em&gt;UVs&lt;/em&gt; and mouth closed, and the other, no &lt;em&gt;UVs&lt;/em&gt; and mouth open. I want to transfer the &lt;em&gt;UVs&lt;/em&gt; and also the shape to the other. Let’s go through some of the options we need and why.&lt;/p&gt;

&lt;p&gt;**&lt;em&gt;Vertex Position: On _**- I basically need this just because I want to make the lips closed in the new version. This option could be useful in combination with _Topology&lt;/em&gt; sample space when &lt;em&gt;Component IDs&lt;/em&gt; have changed, therefore you can’t use &lt;em&gt;Blendshapes&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;**&lt;em&gt;UV Sets: All _**- So I want to transfer everything about _UVs&lt;/em&gt; from the old model to the new one, right?&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;em&gt;Sample Space: Component&lt;/em&gt;&lt;/strong&gt; - This is usually the make-or-break part of this whole transferring. In this case, since I have the same topology and &lt;em&gt;Component IDs&lt;/em&gt;, I chose component. If the &lt;em&gt;Vertex IDs&lt;/em&gt; on models did not match each other, I’d use Topology option instead.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/03_transfer_attributes_case_1_options.jpg&quot; alt=&quot;03_transfer_attributes_case_1_options&quot; class=&quot;responsive&quot; /&gt;
&lt;em&gt;So these are the settings in this case.&lt;/em&gt;&lt;/p&gt;

&lt;h5 id=&quot;case-2-transferring-vertex-normals&quot;&gt;Case #2: Transferring Vertex Normals&lt;/h5&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/04_transfer_attributes_case_2.jpg&quot; alt=&quot;04_transfer_attributes_case_2&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;In this case, I just want to showcase an example of how we could actually put this option to good use.&lt;/p&gt;

&lt;p&gt;So I have a hair made of hair cards for game engines. As you create strips of polygon hair, each strip has its own normals, naturally. In order to make them seamlessly blend into each other like real hair would do, specially in terms of creating smooth highlights, we should use transfer attributes.&lt;/p&gt;

&lt;p&gt;First of all, merge all your hair cards into one geometry (&lt;em&gt;target&lt;/em&gt; object), if you already haven’t. Then create a somewhat cylindrical dome-alike object to nearly match the outline of the hair. Now divide the dome to have really hi-res geometry. Then freeze transforms on both source and target objects. This is important since we’re gonna use &lt;em&gt;World&lt;/em&gt; sample space.&lt;/p&gt;

&lt;p&gt;You should have something similar to the image below.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/05_transfer_attributes_case_2_target_source_geos.jpg&quot; alt=&quot;05_transfer_attributes_case_2_target_source_geos&quot; class=&quot;responsive&quot; /&gt;
&lt;em&gt;The hair geometry (target) is sitting right into the dome geometry (source).&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Now, for Transfer Attributes Options:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;em&gt;Vertex Normals: On&lt;/em&gt;&lt;/strong&gt; - This is the main data that if transferred from the shape we just created, solves all the specular and seamlessness issues I mentioned before.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;em&gt;Sample Space: World&lt;/em&gt;&lt;/strong&gt; - By choosing this option, “sampling normals” is done by evaluation of the absolute distance between the vertices. So, good for us!&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;em&gt;Search Method: Closest To Point&lt;/em&gt;&lt;/strong&gt; - This is the default option. Just make sure you don’t have the other option (&lt;em&gt;Closest Along Normal&lt;/em&gt;) is not activated. Because it could cause some artifacts.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/07_transfer_attributes_case_3.jpg&quot; alt=&quot;07_transfer_attributes_case_3&quot; class=&quot;responsive&quot; /&gt;
&lt;em&gt;These are the settings in the second case.&lt;/em&gt;&lt;/p&gt;

&lt;h5 id=&quot;case-3-using-transfer-attributes-in-marvelous-designer-workflow&quot;&gt;Case #3: Using Transfer Attributes In Marvelous Designer Workflow&lt;/h5&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/06_transfer_attributes_case_2_options.jpg&quot; alt=&quot;06_transfer_attributes_case_2_options&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;In this case I’m gonna demonstrate a cool trick to retopologize the clothes created in &lt;em&gt;Marvelous Designer&lt;/em&gt; for further use in the pipeline.&lt;/p&gt;

&lt;p&gt;We’re gonna need 3 geometries and 2 usages of &lt;em&gt;Transfer Attributes&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/08_transfer_attributes_case_3_models.jpg&quot; alt=&quot;08_transfer_attributes_case_3_models&quot; class=&quot;responsive&quot; /&gt;
&lt;em&gt;These are the models we need.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;So, now what we need to do, is to transfer UVs from the triangulated flat model (1) to the quads version (2). Then, we should be able to transfer vertex positions from the triangulated model (3) to the quad flat model (2). And that’s it.&lt;/p&gt;

&lt;p&gt;For the first “Transfer Operation,” since our models are exactly on top on each other, we need to use World Sample Space to transfer the UVs.&lt;/p&gt;

&lt;p&gt;For the second “Transfer Operation,” since our models share the same UV sets, we could use UV Sample Space to transfer the Vertex Position.&lt;/p&gt;

&lt;p&gt;And now you have the quad version of your clothes model with perfect UVs to use in your project.&lt;/p&gt;

&lt;p&gt;That’s all. Thanks for reading.&lt;/p&gt;</content><author><name></name></author><category term="articles" /><category term="article" /><category term="TipsAndTricks" /><category term="Maya" /><category term="MarvelousDesigner" /><summary type="html">In this article, I'm gonna explain how to get the most out of Maya's Transfer Attributes as a Character Artist, and I'll also show you guys some hopefully useful examples to demonstrate a variety of usages of TA.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/tips_and_tricks_on_transfer_attributes_header.jpg" /><media:content medium="image" url="https://hossimo.com/images/Tutorials/Tips_And_Tricks/Tranfer_Attributes/tips_and_tricks_on_transfer_attributes_header.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Young And Wild</title><link href="https://hossimo.com/portfolio/young-and-wild/" rel="alternate" type="text/html" title="Young And Wild" /><published>2019-10-13T20:30:00+00:00</published><updated>2019-10-13T20:30:00+00:00</updated><id>https://hossimo.com/portfolio/young-and-wild</id><content type="html" xml:base="https://hossimo.com/portfolio/young-and-wild/">&lt;h2 id=&quot;young-and-wild&quot;&gt;Young And Wild&lt;/h2&gt;

&lt;p&gt;I started this project a while ago, knowing that it’s meant to be 3D printed, I chose the following pipline.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Young_And_Wild/young_and_wild_by_hossimo_1.jpeg&quot; alt=&quot;young_and_wild_by_hossimo_1&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;The base mesh and posing were done in Maya. Then I brought the model to ZBrush, in order to add some details and refine the pose. Also I sculpted the hair from scratch in ZBrush.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Young_And_Wild/young_and_wild_by_hossimo_2.jpeg&quot; alt=&quot;young_and_wild_by_hossimo_2&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Then I dynameshed the whole model with the right resolution, and further tweaked it for 3D printing.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Young_And_Wild/young_and_wild_by_hossimo_3.jpeg&quot; alt=&quot;young_and_wild_by_hossimo_3&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;For more and higher resolution images, you can visit my Artstation. I hope you like it.&lt;/p&gt;</content><author><name></name></author><category term="portfolio" /><category term="realistic" /><category term="sculpture" /><summary type="html">This is a commission sculpt I did for a client recently. It was done for 3D printing.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com/images/Characters/Young_And_Wild/young_and_wild_by_hossimo_1_render.jpeg" /><media:content medium="image" url="https://hossimo.com/images/Characters/Young_And_Wild/young_and_wild_by_hossimo_1_render.jpeg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Portrait of Sir Anthony Hopkins</title><link href="https://hossimo.com/portfolio/portrait-of-sir-anthony-hopkins/" rel="alternate" type="text/html" title="Portrait of Sir Anthony Hopkins" /><published>2019-03-21T20:30:00+00:00</published><updated>2019-03-21T20:30:00+00:00</updated><id>https://hossimo.com/portfolio/portrait-of-sir-anthony-hopkins</id><content type="html" xml:base="https://hossimo.com/portfolio/portrait-of-sir-anthony-hopkins/">&lt;p&gt;Finally, I decided to call this work done, otherwise I’d never knew when to stop working on it!&lt;/p&gt;

&lt;p&gt;It was a fun project to work on, I learned a lot during this portrait study, and tried to cover both technical and artistic aspects of developing my skill sets.&lt;/p&gt;

&lt;p&gt;I used Maya and ZBrush for modeling and sculpting, Mari for texturing, a combination of Texturing XYZ and hand sculpting for skin details, XGen for hair, Vray Next for rendering and Photoshop for final touches.&lt;/p&gt;

&lt;p&gt;For higher resolution images, you can visit my Artstation at the bottom of this page. I hope you like it.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_front.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_front&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_front_details.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_front_details&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_front_model.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_front_model&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_front_model_details.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_front_model_details&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_side.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_side&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_side_details.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_side_details&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_side_model.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_side_model&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_side_model_details.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_side_model_details&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_bg.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_bg&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_bg_model.jpg&quot; alt=&quot;anthony_hopkins_by_hossimo_bg_model&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;</content><author><name></name></author><category term="portfolio" /><category term="hyperrealistic" /><category term="likeness" /><summary type="html">This is my most recent personal project that I've been creating in my free time. It's inspired by &quot;Robert Ford&quot; character in Westworld series, played by the living legend, Anthony Hopkins.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_side.jpg" /><media:content medium="image" url="https://hossimo.com/images/Characters/Anthony_Hopkins/anthony_hopkins_by_hossimo_side.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Nikolai</title><link href="https://hossimo.com/portfolio/nikolai/" rel="alternate" type="text/html" title="Nikolai" /><published>2019-03-08T20:30:00+00:00</published><updated>2019-03-08T20:30:00+00:00</updated><id>https://hossimo.com/portfolio/nikolai</id><content type="html" xml:base="https://hossimo.com/portfolio/nikolai/">&lt;p&gt;The &lt;em&gt;ZBrush 2019&lt;/em&gt; version is awesome with a lot of cool features like &lt;em&gt;NPR&lt;/em&gt; (Non-Photorealistic Rendering), &lt;em&gt;Real Cameras&lt;/em&gt;, &lt;em&gt;Subtool Folder Organization&lt;/em&gt;, and many more. Make sure you check it out.&lt;/p&gt;

&lt;p&gt;Also I got a bit far from my ordinary works, and did this one in a more stylized fashion. Hope you guys like it.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Nikolai/nikolai_by_hossimo.jpg&quot; alt=&quot;nikolai_by_hossimo&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;I didn’t use any Photoshop work on these two, except for my signature. These are mere ZBrush shots.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Nikolai/nikolai_by_hossimo_side.jpg&quot; alt=&quot;nikolai_by_hossimo_side&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;The images below, show the model I used in combination with ZBrush’s NPR to get the results above.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Nikolai/nikolai_by_hossimo_color.jpg&quot; alt=&quot;nikolai_by_hossimo_color&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Characters/Nikolai/nikolai_by_hossimo_model.jpg&quot; alt=&quot;nikolai_by_hossimo_model&quot; class=&quot;responsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;For higher quality images, please visit my Artstation below.&lt;/p&gt;</content><author><name></name></author><category term="portfolio" /><category term="stylized" /><category term="sketch" /><summary type="html">I did this quick project based on a sketch by Johannes Helgeson, to test out some of Pablo Munoz Gomez's cool brushes, and the ZBrush 2019's new NPR feature.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com//images/Characters/Nikolai/nikolai_by_hossimo.jpg" /><media:content medium="image" url="https://hossimo.com//images/Characters/Nikolai/nikolai_by_hossimo.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Workflow: Controlling Stitching / Sewing Lines</title><link href="https://hossimo.com/articles/workflow-controlling-sewing-lines-using-zbrush-and-substance-painter/" rel="alternate" type="text/html" title="Workflow: Controlling Stitching / Sewing Lines" /><published>2019-02-21T20:30:00+00:00</published><updated>2019-02-21T20:30:00+00:00</updated><id>https://hossimo.com/articles/workflow-controlling-sewing-lines-using-zbrush-and-substance-painter</id><content type="html" xml:base="https://hossimo.com/articles/workflow-controlling-sewing-lines-using-zbrush-and-substance-painter/">&lt;p&gt;Having control over the sewing lines you sculpt in your character’s clothing, is crucial; because when it comes to texturing part of the pipeline, it will be important to be able to deal with them separate from the main clothing. By using this workflow, you can assign different color, material, dirt, etc. to the sewing lines separately, in &lt;em&gt;Substance Painter&lt;/em&gt;.&lt;/p&gt;

&lt;h3 id=&quot;the-concept&quot;&gt;The Concept&lt;/h3&gt;

&lt;p&gt;The whole idea, is simply to create a mask while sculpting in &lt;em&gt;ZBrush&lt;/em&gt;. Then, when you import your model to &lt;em&gt;Substance Painter&lt;/em&gt;, it’s just a matter of applying the created mask to the desired material. And &lt;em&gt;BOOM&lt;/em&gt;! You’re in the driving seat!&lt;/p&gt;

&lt;h3 id=&quot;notes-before-starting&quot;&gt;Notes Before Starting&lt;/h3&gt;

&lt;ul&gt;
  &lt;li&gt;Your mesh has to have proper &lt;em&gt;UVs.&lt;/em&gt;&lt;/li&gt;
  &lt;li&gt;We create the mask while sculpting, so if you already have your sculpt ready, this is not gonna work, naturally.&lt;/li&gt;
  &lt;li&gt;If you needed to change/optimize the mesh’s &lt;em&gt;UVs&lt;/em&gt; after doing the sculpture, there’s nothing to worry about. The mask will be projected to your new mesh along with the sculpting details.&lt;/li&gt;
&lt;/ul&gt;

&lt;h3 id=&quot;the-workflow&quot;&gt;The Workflow&lt;/h3&gt;

&lt;p&gt;Before doing any sort of sewing line sculpting, bring the alpha of your brush[es] to &lt;em&gt;Photoshop&lt;/em&gt;, and create a simple mask by painting white only on the sewing lines and leaving everything else black.&lt;/p&gt;

&lt;p&gt;An example of creating the right mask for the sewing brush[es]:&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/Controlling_Stitching_Sewing_Lines_Using_ZBrush_And_Substance_Painter/01_creating_the_mask_for_brush.jpg&quot; alt=&quot;01_creating_the_mask_for_brush&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Then import the created mask to the texture section of &lt;em&gt;ZBrush&lt;/em&gt; and apply it to the texture of your brush.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/Controlling_Stitching_Sewing_Lines_Using_ZBrush_And_Substance_Painter/02_importing_and_applying_the_mask.jpg&quot; alt=&quot;02_importing_and_applying_the_mask&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Then fill your mesh with black (pick black color, then go to &lt;em&gt;Color&lt;/em&gt; -&amp;gt; &lt;em&gt;FillObject&lt;/em&gt;, with &lt;em&gt;RGB&lt;/em&gt; &lt;em&gt;ON&lt;/em&gt; on any brush), and turn on the &lt;em&gt;RGB&lt;/em&gt; of your sewing brush, and sculpt while a white color is chosen. This way, when applying the sewing lines to the mesh, the white color will automatically be applied right on top of the sewing lines. This will ultimately be our mask that we’re gonna export to &lt;em&gt;Substance Painter&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/Controlling_Stitching_Sewing_Lines_Using_ZBrush_And_Substance_Painter/03_1_fill_black_sculpt_with_white_RGB.jpg&quot; alt=&quot;03_1_fill_black_sculpt_with_white_RGB&quot; class=&quot;narrowResponsive&quot; /&gt;
&lt;img src=&quot;/images/Tutorials/Workflow/Controlling_Stitching_Sewing_Lines_Using_ZBrush_And_Substance_Painter/03_2_fill_black_sculpt_with_white_RGB.jpg&quot; alt=&quot;03_2_fill_black_sculpt_with_white_RGB&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;If you have trouble seeing your sculpting process, while in black, just click on the little “brush” button under the &lt;em&gt;Subtool&lt;/em&gt; menu, beside the thumbnail of your mesh, to turn polypaint preview off. Now, you don’t see the white being painted, but don’t worry, it’s painting as long as you keep your &lt;em&gt;RGB&lt;/em&gt; button &lt;em&gt;ON&lt;/em&gt; while using your brush. You can click on that little “&lt;em&gt;brush&lt;/em&gt;” button again, to make sure it’s painting.&lt;/p&gt;

&lt;p&gt;When you finished sculpting, it’s time to export the mask. Before that, select your desired &lt;em&gt;UV&lt;/em&gt; resolution under the &lt;em&gt;UV Map&lt;/em&gt; in &lt;em&gt;Tool&lt;/em&gt; palette. Go with maximum to have more control later. To export the map, click on &lt;em&gt;New From Polypaint&lt;/em&gt; under the &lt;em&gt;Create&lt;/em&gt; sub-menu under the &lt;em&gt;Texture Map&lt;/em&gt; menu in &lt;em&gt;Tool&lt;/em&gt; palette. Then click on &lt;em&gt;Clone Txtr&lt;/em&gt;. After that, click on &lt;em&gt;Flip V&lt;/em&gt; under the &lt;em&gt;Texture&lt;/em&gt; palette and then export. The exported image is the one we use in &lt;em&gt;Substance Painter&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/Controlling_Stitching_Sewing_Lines_Using_ZBrush_And_Substance_Painter/04_create_and_export_mask.jpg&quot; alt=&quot;04_create_and_export_mask&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Import the mesh and the exported map from &lt;em&gt;ZBrush&lt;/em&gt; into &lt;em&gt;Substance Painter&lt;/em&gt;. Add the material you want to use for the sewing lines, then right click on the assigned material, and click on “&lt;em&gt;Add bitmap mask&lt;/em&gt;,” then select the imported mask. That’t it, now the material only works on your sewing lines.&lt;/p&gt;

&lt;h3 id=&quot;conclusion&quot;&gt;Conclusion&lt;/h3&gt;

&lt;p&gt;I like this workflow because it’s fast and doesn’t necessarily need extra &lt;em&gt;UDIM&lt;/em&gt; &lt;em&gt;tiles&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;Also, this showcased workflow, could be used for any sorts of similar things, like zippers; then you can assign metal material to that section in &lt;em&gt;Substance Painter&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;That’s it everyone. Thanks for reading. I hope you got something useful out of this article. Let me hear what you have to say. Getting feedback is what gets me going faster.&lt;/p&gt;

&lt;p&gt;Cheers!&lt;/p&gt;</content><author><name></name></author><category term="articles" /><category term="article" /><category term="workflow" /><category term="tutorial" /><summary type="html">In this article I'm gonna give you an overview of my sewing workflow in ZBrush and Substance Painter, in which you have full control over them when it comes to texturing.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com/images/Tutorials/Workflow/Controlling_Stitching_Sewing_Lines_Using_ZBrush_And_Substance_Painter/controlling_stitching_sewing_lines_using_zbrush_and_substance_painter_header.jpg" /><media:content medium="image" url="https://hossimo.com/images/Tutorials/Workflow/Controlling_Stitching_Sewing_Lines_Using_ZBrush_And_Substance_Painter/controlling_stitching_sewing_lines_using_zbrush_and_substance_painter_header.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Tips and Tricks: The Right Way To Think About Doing Hair As An Artist</title><link href="https://hossimo.com/articles/tips-and-tricks-an-artist-friendly-approach-to-sculpt-groom-hair/" rel="alternate" type="text/html" title="Tips and Tricks: The Right Way To Think About Doing Hair As An Artist" /><published>2019-02-16T20:30:00+00:00</published><updated>2019-02-16T20:30:00+00:00</updated><id>https://hossimo.com/articles/tips-and-tricks-an-artist-friendly-approach-to-sculpt-groom-hair</id><content type="html" xml:base="https://hossimo.com/articles/tips-and-tricks-an-artist-friendly-approach-to-sculpt-groom-hair/">&lt;p&gt;Doing hair -regardless of the art type- has always been an interesting topic to talk about among artists; due to its daunting challenges on the way. No matter what type of 3D hair you’re creating (real-time, rendered or sculpted), the way of thinking about it, the concept, is the same.&lt;/p&gt;

&lt;p&gt;Let me make it clear at this point that if you’re looking for quality output, there’s no fast ways around it, you have to be patient and spend your time, deal with it.&lt;/p&gt;

&lt;p&gt;Now, I’m not gonna write any step-by-step guides, because you can find loads of them on Google, and good ones, too. However, I’m here to talk about how to catch a fish, rather than giving you only one fish.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;This article is written because one of my&lt;/em&gt; &lt;a href=&quot;https://www.reddit.com/r/CharacterArtists/&quot; title=&quot;Reddit - r/CharacterArtists&quot;&gt;&lt;em&gt;Reddit&lt;/em&gt;&lt;/a&gt; &lt;em&gt;subscribers asked me about some explanations on doing hair. Due to the loads of work and lack of time, I couldn’t create the images of this article myself. So the images shown in the context (not the header though), are other artists’ works and I have no claims on them.&lt;/em&gt;&lt;/p&gt;

&lt;h3 id=&quot;an-artist-friendly-approach-to-sculptgroom-hair&quot;&gt;An Artist-Friendly Approach To Sculpt/Groom Hair&lt;/h3&gt;

&lt;p&gt;The basic idea, is to think of it as a sculpting process. Meaning that you have to do the &lt;em&gt;Primary Forms&lt;/em&gt; first, then nail down the &lt;em&gt;Secondary Shapes&lt;/em&gt; and finally the &lt;em&gt;Tertiary Details&lt;/em&gt;. I’m gonna explain about each one and how to figure out each pass. As I said before, it doesn’t matter what sort of 3D hair you’re creating. This way of thinking, applies to all.&lt;/p&gt;

&lt;h5 id=&quot;primary-forms&quot;&gt;Primary Forms&lt;/h5&gt;

&lt;p&gt;The primary forms, are the first step (after gathering and studying references which I’m gonna talk about in the end) of doing hair. If you ask about a clearer definition, I’ll put it this way: “The &lt;em&gt;Primary Forms&lt;/em&gt; of hair, are the ones which define the &lt;strong&gt;overall volume&lt;/strong&gt; of the hair, and the &lt;strong&gt;general silhouette&lt;/strong&gt; (forget about the tiny fly-away hairs for now). The ones that are recognized by the audience if your character is in the darkness and there’s some light behind.”&lt;/p&gt;

&lt;p&gt;The goal of this pass, is simply to cover most of the head and let no scalp skin be visible. Besides, to show the general recognizable hairstyle.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;
    &lt;p&gt;If you’re doing real-time hair, you’re gonna need a texture sheet that does have some thick groups of hair, so that it let almost no light through and cover the scalp skin. &lt;em&gt;You can read more about creating game hair texture sheet,&lt;/em&gt; &lt;a href=&quot;https://hossimo.com/tutorial/workflow-how-to-create-texture-map-for-game-hair-cards-using-xgen/&quot; title=&quot;How To Create Texture Map For Game Hair Cards Using XGen&quot;&gt;&lt;em&gt;here&lt;/em&gt;&lt;/a&gt;&lt;em&gt;.&lt;/em&gt;&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;If you’re using hair-groomers like &lt;em&gt;XGen&lt;/em&gt;, it’s the same; depending on your desired hairstyle, you’ll need at least one separate description to cover the head and shape the general silhouette.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;If you’re sculpting hair, it’s still the same; you have to somewhat forget about details and nail down the primary shapes.&lt;/p&gt;
  &lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/hair_primary_forms_1.jpg&quot; alt=&quot;hair_primary_forms_1&quot; class=&quot;narrowResponsive&quot; /&gt;
&lt;em&gt;This image above is a good example of primary forms of hair. By Adam Skutt&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/hair_primary_forms_2.jpg&quot; alt=&quot;hair_primary_forms_2&quot; class=&quot;narrowResponsive&quot; /&gt;
&lt;em&gt;This one’s pretty basic. Obviously, there will be a lot more tweaking along the way. By Henning Sanden&lt;/em&gt;&lt;/p&gt;

&lt;h5 id=&quot;secondary-shapes&quot;&gt;Secondary Shapes&lt;/h5&gt;

&lt;p&gt;The &lt;em&gt;Secondary Shapes&lt;/em&gt;, live inside the &lt;em&gt;Primary Forms&lt;/em&gt;. At this stage, you’re gonna add a bit more definition on top of what you had before. To put it in a nutshell, take one of your references on &lt;em&gt;Photoshop&lt;/em&gt; and blur it. See those lines?! They’re the &lt;em&gt;Secondary Shapes&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/hair_secondary_shapes_blur.jpg&quot; alt=&quot;hair_secondary_shapes_blur&quot; class=&quot;narrowResponsive&quot; /&gt;
&lt;em&gt;By Henning Sanden&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;However, if you ask about the definition, I’ll reply: “The &lt;em&gt;Secondary Shapes&lt;/em&gt;, are the ones that include hair &lt;strong&gt;breakups&lt;/strong&gt; and the &lt;strong&gt;connectivity&lt;/strong&gt; or the &lt;strong&gt;flow&lt;/strong&gt; of the hair. They’re made of smaller strokes than the &lt;em&gt;Primary Forms&lt;/em&gt;, and bigger ones than the &lt;em&gt;Tertiary Details&lt;/em&gt;. They’re groups of hairs that are related to each other in a smooth flow.”&lt;/p&gt;

&lt;p&gt;The goal of this pass, is to define the general flow of the hair, add a bit more detail to the silhouette and add &lt;strong&gt;color variations&lt;/strong&gt; as well. This is where most of the fight-throughs happen as an artist. If you have this pass done, and blurred it in &lt;em&gt;Photoshop&lt;/em&gt; and it still worked, you’re on the right track.&lt;/p&gt;

&lt;p&gt;Just have this mind, that this pass should define big[ger] chunks of hair. Leave the tiny details to the final step. Don’t be obsessed with details too much for now. Try to focus on how those big chunks of hair are connected/related to each other, as this is a very vital step in the whole process.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;
    &lt;p&gt;If you’re doing real-time hair, you need a texture sheet with a few hair groups consisted of mid to low counts of hairs. Also you can add a bit more color variations to them. &lt;em&gt;You can read more about creating game hair texture sheet,&lt;/em&gt; &lt;a href=&quot;https://hossimo.com/tutorial/workflow-how-to-create-texture-map-for-game-hair-cards-using-xgen/&quot; title=&quot;How To Create Texture Map For Game Hair Cards Using XGen&quot;&gt;&lt;em&gt;here&lt;/em&gt;&lt;/a&gt;&lt;em&gt;.&lt;/em&gt;&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;If you’re using hair-groomers like &lt;em&gt;XGen&lt;/em&gt;, you may need to add a few descriptions depending on the hairstyle, and also use modifiers like Clumping in a more visible, meaningful way.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;If you’re sculpting, the procedure is the same. Since you’re doing it by hand, you have to pay more attention to the relationship of the hair chunks. Also, it’s easy to find yourself wasting your time on details too soon! Just… stay focused!&lt;/p&gt;
  &lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/hair_secondary_shapes.jpg&quot; alt=&quot;hair_secondary_shapes&quot; class=&quot;narrowResponsive&quot; /&gt;
&lt;em&gt;There will be a lot of back-and-forth process when sculpting hair. By Henning Sanden&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/hair_secondary_shapes_trick.jpg&quot; alt=&quot;hair_secondary_shapes_trick&quot; class=&quot;narrowResponsive&quot; /&gt;
&lt;em&gt;It just works! By Henning Sanden&lt;/em&gt;&lt;/p&gt;

&lt;h5 id=&quot;tertiary-details&quot;&gt;Tertiary Details&lt;/h5&gt;

&lt;p&gt;The &lt;em&gt;Tertiary Details&lt;/em&gt;; this pass could be more time-consuming, but I gotta say if the previous passes have gone as you would like, this is the fun part. The &lt;em&gt;Tertiary Details&lt;/em&gt; define, well, the tiny details like &lt;strong&gt;single hair strands&lt;/strong&gt;, and the &lt;strong&gt;fly-away&lt;/strong&gt; hairs added on the silhouette. This pass is also supposed to add more &lt;strong&gt;randomness&lt;/strong&gt; and &lt;strong&gt;breakups&lt;/strong&gt; to the hair.&lt;/p&gt;

&lt;p&gt;Another important aspect of this pass could be on the &lt;strong&gt;hairlines&lt;/strong&gt;. The way hair touches the head may not look good/natural until this step. You have to try to add more single strands/lower-count chunks of hair to where the hair meets the scalp. This is a huge step to the realism, which most artist either forget, or don’t pay too much attention.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;
    &lt;p&gt;If you’re doing real-time hair, you need your texture sheet to have a few hair groups made of low[er] counts of hair strands. Since every piece of hair card you add matters, choose the placement of the details carefully (as always, have an eye on the reference). Also pay attention to the transition of hairlines as it’s often in real-time hairs that hairlines looks so unnatural. &lt;em&gt;Again, you can read more about creating game hair texture sheet,&lt;/em&gt; &lt;a href=&quot;https://hossimo.com/tutorial/workflow-how-to-create-texture-map-for-game-hair-cards-using-xgen/&quot; title=&quot;How To Create Texture Map For Game Hair Cards Using XGen&quot;&gt;&lt;em&gt;here&lt;/em&gt;&lt;/a&gt;&lt;em&gt;.&lt;/em&gt;&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;If you’re using hair-groomers like &lt;em&gt;XGen&lt;/em&gt;, you’ll probably need at least two descriptions, depending on your workflow. One for the hairlines, and one for the fly-away hairs and little details here and there.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;If you’re sculpting, you just need to make your audience “feel” the material of the hair. You don’t always have to do every single hair strand, it’s almost impossible (not totally, it just needs tons of time!) in some ways. Choose the placement and the size of your strokes carefully.&lt;/p&gt;
  &lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/hair_tertiary_details_1.jpg&quot; alt=&quot;hair_tertiary_details_1&quot; class=&quot;narrowResponsive&quot; /&gt;
&lt;em&gt;Final game hair by Adam Skutt&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/hair_tertiary_details_2.jpg&quot; alt=&quot;hair_tertiary_details_2&quot; class=&quot;narrowResponsive&quot; /&gt;
&lt;em&gt;This sculpture is stylized, but you still can see pretty well that how tertiary details are executed when sculpting. By Henning Sanden&lt;/em&gt;&lt;/p&gt;

&lt;h3 id=&quot;studying-the-references&quot;&gt;Studying The References&lt;/h3&gt;

&lt;p&gt;As always, it’s crucial to gather a bunch of references for the hairstyle you’re going for. A way of quickly studying you references would be to open them in &lt;em&gt;Photoshop&lt;/em&gt;, and trying to determine the &lt;em&gt;Primary Forms&lt;/em&gt;, the &lt;em&gt;Secondary Shapes&lt;/em&gt; and the &lt;em&gt;Tertiary details&lt;/em&gt; by doing some &lt;strong&gt;paint-overs&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;When studying, have that &lt;strong&gt;blur trick&lt;/strong&gt; in mind. Blur you reference image, and draw on the main lines you see. That will be the &lt;em&gt;Secondary Shapes&lt;/em&gt;. Whatever not noticeably visible, is in the &lt;em&gt;Tertiary Details&lt;/em&gt; pass.&lt;/p&gt;

&lt;p&gt;Also by doing so, you can -for example- have an idea of how many hair groups you need in your texture sheet for you real-time hair.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/hair_reference_study.jpg&quot; alt=&quot;hair_reference_study&quot; class=&quot;responsive&quot; /&gt;
&lt;em&gt;Reference study by Adam Skutt&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/hair_reference_study_2.jpg&quot; alt=&quot;hair_reference_study_2&quot; class=&quot;narrowResponsive&quot; /&gt;
&lt;em&gt;Reference study by Henning Sanden&lt;/em&gt;&lt;/p&gt;

&lt;h3 id=&quot;conclusion&quot;&gt;Conclusion&lt;/h3&gt;

&lt;p&gt;Note that the passes I talked about, are not totally separated processes and could be a back-and-forth workflow between them, which in most cases, it is. For example, you may need to adjust the &lt;em&gt;Primary Forms&lt;/em&gt; while doing the &lt;em&gt;Secondary Shapes&lt;/em&gt;. Just take your time, and don’t stick with what you already have. Don’t be afraid of changing, to be able push your art to the next level.&lt;/p&gt;

&lt;p&gt;That’s it guys. I hope I was clear in explanation of the concept of breaking down the steps of doing all sorts of hairs. I’ll be happy to hear from you guys.&lt;/p&gt;

&lt;p&gt;Cheers!&lt;/p&gt;</content><author><name></name></author><category term="articles" /><category term="article" /><category term="TipsAndTricks" /><summary type="html">In this quick article, I'm gonna cover the concepts of creating hair. Whether it be sculpture, grooming or real-time hair cards.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/tips_and_tricks_on_grooming_sculpting_hair_header.jpg" /><media:content medium="image" url="https://hossimo.com/images/Tutorials/Tips_And_Tricks/Tips_and_Tricks_on_Grooming_Sculpting_Hair/tips_and_tricks_on_grooming_sculpting_hair_header.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Workflow: How To Create Texture Map For Game Hair Cards Using XGen</title><link href="https://hossimo.com/tutorial/workflow-how-to-create-texture-map-for-game-hair-cards-using-xgen/" rel="alternate" type="text/html" title="Workflow: How To Create Texture Map For Game Hair Cards Using XGen" /><published>2019-01-28T20:30:00+00:00</published><updated>2019-01-28T20:30:00+00:00</updated><id>https://hossimo.com/tutorial/workflow-how-to-create-texture-map-for-game-hair-cards-using-xgen</id><content type="html" xml:base="https://hossimo.com/tutorial/workflow-how-to-create-texture-map-for-game-hair-cards-using-xgen/">&lt;p&gt;Game hair has always been an interesting topic to talk about because of all the challenges it produces along the way. Every artist have their own way of handling them. But in general, there are only a few methods in terms of creating the texture sheet. One robust and flexible workflow, is to use &lt;em&gt;Maya&lt;/em&gt;’s &lt;em&gt;XGen&lt;/em&gt; system. I know, &lt;em&gt;XGen&lt;/em&gt; may seem a bit tricky to understand at first glance, but once you’re there, it’s really easy to get the most out of it.&lt;/p&gt;

&lt;p&gt;I have to say though, since it contains a lot of steps, I can only go over important parts. But, the good news is I share some tricks as well, which may help you troubleshoot your situation.&lt;/p&gt;

&lt;h3 id=&quot;the-ultimate-goal&quot;&gt;The Ultimate Goal&lt;/h3&gt;

&lt;p&gt;In short, we need to render out an image like the one below (it still needs some work on it though):&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/How_To_Create_Texture_Map_For_Game_Hair_Cards_Using_XGen/00_final_texture_sheet.jpg&quot; alt=&quot;00_final_texture_sheet&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;We need thick hair, to create the silhouette and cover most of the head; thinner hair for adding breakups and tinier shapes, and finally some thin strand groups and flyaways to add more details to the hair.&lt;/p&gt;

&lt;h3 id=&quot;overall-workflow&quot;&gt;Overall Workflow&lt;/h3&gt;

&lt;p&gt;We’re gonna use a simple plane geometry for every hair group to grow from, and then will hide them in the end. Then, go to an &lt;strong&gt;orthographic&lt;/strong&gt; camera, like the front cam, and set the render output resolution to a &lt;strong&gt;square&lt;/strong&gt; size. I’ll go with 4K, which means -as you know- 4096*4096. Then assign an appropriate hair shader to my &lt;em&gt;XGen&lt;/em&gt; descriptions, and add some lights. Then we will render from there, to see what we got, and adjust it eventually to get the look we want.&lt;/p&gt;

&lt;h3 id=&quot;general-tips-on-xgen&quot;&gt;General Tips On &lt;em&gt;XGen&lt;/em&gt;&lt;/h3&gt;

&lt;p&gt;Before you jump into &lt;em&gt;XGen&lt;/em&gt;, there are several general tips to be aware of:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;
    &lt;p&gt;Have your project address &lt;em&gt;Set&lt;/em&gt; correctly in Maya. &lt;em&gt;File&lt;/em&gt; -&amp;gt; &lt;em&gt;Set Project…&lt;/em&gt;&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;Make sure you use &lt;em&gt;Maya&lt;/em&gt;’s default materials on your geometry (in our case, the planes). So, for example only use &lt;em&gt;Lambert&lt;/em&gt;, &lt;em&gt;Blinn&lt;/em&gt;, etc. and don’t use &lt;em&gt;Arnold&lt;/em&gt;’s materials. Because you’re gonna have trouble seeing the maps you paint on you geometry.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;Make sure the name of the geometry you’re using as a base for hairs to grow from, is unique.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;Make sure your mesh has &lt;em&gt;UVs&lt;/em&gt;, and the &lt;em&gt;UVs&lt;/em&gt; are on the first &lt;em&gt;UDIM&lt;/em&gt;.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;On your geometry, &lt;em&gt;Delete History&lt;/em&gt; and &lt;em&gt;Freeze Transforms&lt;/em&gt; before going further.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;For more complex &lt;em&gt;XGen&lt;/em&gt; usages, like using some nodes in &lt;em&gt;Pixar’s Renderman&lt;/em&gt; that are used to colorize the hair by a painted map, it’s urgent that you have no spaces in anything related to your project, otherwise it won’t work. For example, no space in the name of the geometry, in the name of the description and collection, and in the address of your project as well. So, in general, &lt;strong&gt;avoid space&lt;/strong&gt; in all the &lt;strong&gt;names&lt;/strong&gt; when using &lt;em&gt;XGen&lt;/em&gt; in your project.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;Pick your rendering engine at the beginning and do a quick research about its integration with &lt;em&gt;XGen&lt;/em&gt;. Some versions of &lt;em&gt;Maya&lt;/em&gt; and rendering engines, have the issue of “Activating the rendering engine plugin before activating the &lt;em&gt;XGen&lt;/em&gt; plugin.” So, have an eye on that as well.&lt;/p&gt;
  &lt;/li&gt;
&lt;/ul&gt;

&lt;h3 id=&quot;important-steps&quot;&gt;Important Steps&lt;/h3&gt;

&lt;p&gt;&lt;em&gt;Rotate&lt;/em&gt; the plane around 30 degrees in &lt;em&gt;X&lt;/em&gt; direction (if you’re gonna use front camera as your render cam). This way, we can kinda mimic the head, and give the feeling as if it’s growing from somewhere.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/How_To_Create_Texture_Map_For_Game_Hair_Cards_Using_XGen/01_base_plane_for_xgen.jpg&quot; alt=&quot;01_base_plane_for_xgen&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Select the plane, and hit &lt;em&gt;Create New Description&lt;/em&gt;. Pick a name name for your &lt;em&gt;Description&lt;/em&gt; and &lt;em&gt;Collection&lt;/em&gt;. Remember, &lt;strong&gt;no space&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;The only option I change, is the &lt;em&gt;Control the Primitives by&lt;/em&gt;, which I choose &lt;em&gt;Placing and shaping Guides&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/How_To_Create_Texture_Map_For_Game_Hair_Cards_Using_XGen/02_creating_xgen_description.jpg&quot; alt=&quot;02_creating_xgen_description&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;XGen&lt;/em&gt; needs at least 3 &lt;em&gt;Guides&lt;/em&gt; to create a preview. So, place an shape them however you please. Just remember, if you &lt;em&gt;Rotate&lt;/em&gt; the &lt;em&gt;Guides&lt;/em&gt; themselves and not their vertices, when you’re done with it, click on  &lt;em&gt;Bake Guide Vertices&lt;/em&gt; under the &lt;em&gt;Guides&lt;/em&gt; menu in the &lt;em&gt;XGen&lt;/em&gt; window.&lt;/p&gt;

&lt;p&gt;Paint a simple mask for &lt;em&gt;Density&lt;/em&gt;. Just under the &lt;em&gt;Density&lt;/em&gt; slider in the &lt;em&gt;Primitives&lt;/em&gt; tab. Remember to hit save every time you make changes to every mask in &lt;em&gt;XGen&lt;/em&gt; system. That’s how it works. If you forget to hit the save button, you won’t see the changes, because the &lt;em&gt;PTex&lt;/em&gt; file hasn’t been generated.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/How_To_Create_Texture_Map_For_Game_Hair_Cards_Using_XGen/03_xgen_guide_and_mask.jpg&quot; alt=&quot;03_xgen_guide_and_mask&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;In the &lt;em&gt;Primitives&lt;/em&gt; tab, there are a couple of things to change.&lt;/p&gt;

&lt;p&gt;First, adjust the &lt;em&gt;Density&lt;/em&gt; slider as you see fit. Then there’s the &lt;em&gt;Mask&lt;/em&gt; that I told you about.&lt;/p&gt;

&lt;p&gt;Next, would be &lt;em&gt;Modifier CV Count&lt;/em&gt;, which is basically the number of vertices on the generated hair. The more you put this value, the smoother the results will be. Also it will have a direct affect when it comes to &lt;em&gt;Modifiers&lt;/em&gt;, which I’ll talk about later.&lt;/p&gt;

&lt;p&gt;For the &lt;em&gt;Width&lt;/em&gt;, a value around 0.35 is pretty accurate in terms of realism. Just for the hair sheet we’re creating, put the &lt;em&gt;Width Ramp&lt;/em&gt; to something like the image below. The reason is, to make where the hair grow thinner, to create a more believable connection to the head late.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Taper&lt;/em&gt; pretty obviously, tapers the hair strands. Basically, it makes the hair like a pyramid, in which the tip is thinner than the root. &lt;em&gt;Taper Start&lt;/em&gt;, defines at what point on the hair, the tapering will begin. For example, if you input 0.5 in there, it tells the computer to treat the hair normally from thr root to half, then from half point to the tip, eventually make the hair thinner.&lt;/p&gt;

&lt;p&gt;If you have noticed, there a little script button in front of every slider. If you click on for example the script button of the &lt;em&gt;Length&lt;/em&gt;, it will open a window, allowing you to add more randomness or anything you like to it.&lt;/p&gt;

&lt;p&gt;Speaking of randomness, you can paste this code on the second line there to add more variety to the &lt;em&gt;Length&lt;/em&gt;: &lt;strong&gt;$a * rand(0.8,1.2)&lt;/strong&gt; What it tells the computer is to grab the length of every single hair, and multiply it by a random value between 0.8 and 1.2 to shorten or lengthen it. Obviously you can change the numbers as you like.&lt;/p&gt;

&lt;p&gt;The great thing about &lt;em&gt;XGen&lt;/em&gt; is you can do this little trick to almost everything that has that script button in front of it. Like &lt;em&gt;Taper&lt;/em&gt;, &lt;em&gt;Width&lt;/em&gt;, &lt;em&gt;Taper Start&lt;/em&gt;, etc.&lt;/p&gt;

&lt;p&gt;Next, I like to uncheck the &lt;em&gt;Tube Shade&lt;/em&gt; option to be able to see the color of the hair a bit better in the &lt;em&gt;viewport&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;The &lt;em&gt;Modifier CV Count&lt;/em&gt; that I mentioned earlier, was for the generated hair and not the &lt;em&gt;Guides&lt;/em&gt;. If you want to add more points to the guides themselves, select them, and click on the &lt;em&gt;Rebuild…&lt;/em&gt; button to input as many points as you like on your &lt;em&gt;Guides&lt;/em&gt;. It helps a lot when it comes to shaping the hair.&lt;/p&gt;

&lt;p&gt;I guess that’s all we needed in the &lt;em&gt;Primitives&lt;/em&gt; tab.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/How_To_Create_Texture_Map_For_Game_Hair_Cards_Using_XGen/04_xgen_primitives_tab.jpg&quot; alt=&quot;04_xgen_primitives_tab&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;In the &lt;em&gt;Preview/Output&lt;/em&gt; tab, there are a couple of stuff to have an eye on.&lt;/p&gt;

&lt;p&gt;The first being the &lt;em&gt;Renderer&lt;/em&gt; under the &lt;em&gt;Output Settings&lt;/em&gt;. This is where you tell &lt;em&gt;XGen&lt;/em&gt; which rendering engine you’re gonna be using in the end.&lt;/p&gt;

&lt;p&gt;Then there’s the &lt;em&gt;Primitive Bound&lt;/em&gt; right underneath the &lt;em&gt;Renderer&lt;/em&gt;. Just have this in mind that every time you change your hair, come here and click on &lt;em&gt;Auto Set&lt;/em&gt; button before you render. To make sure that the hair boundary has enough space to include all the hair you’ve created.&lt;/p&gt;

&lt;p&gt;This tab also includes the shader information. Its options varies depending on your renderer. So I say, sometimes it’s easier to just select the &lt;em&gt;Description&lt;/em&gt; in the &lt;em&gt;Outliner&lt;/em&gt;, and assign a material as you would normally do in &lt;em&gt;Maya&lt;/em&gt;. Remember, select the &lt;em&gt;Description&lt;/em&gt;, not the &lt;em&gt;Collection&lt;/em&gt; or any other nodes there.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/How_To_Create_Texture_Map_For_Game_Hair_Cards_Using_XGen/05_xgen_preview_output_tab.jpg&quot; alt=&quot;05_xgen_preview_output_tab&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Welcome to the &lt;em&gt;Modifiers&lt;/em&gt; tab. This is the fun part. Here, you can add details to the hair.&lt;/p&gt;

&lt;p&gt;There are a lot of things you can do here, but let me talk about what I like to do in these situations.&lt;/p&gt;

&lt;p&gt;I add two &lt;em&gt;Clumping&lt;/em&gt; modifiers, the first one is the one with big broad clumps, the second one has more subtle clumps to add more details. Just have in mind that in order to use a &lt;em&gt;Clumping&lt;/em&gt; modifier, after adding it, you need to click on &lt;em&gt;Setup Maps…&lt;/em&gt; and &lt;em&gt;Generate&lt;/em&gt; some sort of map to tell the computer where and how many clumps you need in your modifier.&lt;/p&gt;

&lt;p&gt;Then, I add a &lt;em&gt;Cut&lt;/em&gt; modifier to well, cut the hair tips to add more variety to it.&lt;/p&gt;

&lt;p&gt;Then there’s &lt;em&gt;Noise&lt;/em&gt; modifier, I like this one a lot because there are a lot of styling I can do only with this modifier. Play with the &lt;em&gt;Magnitude&lt;/em&gt;, &lt;em&gt;Frequency&lt;/em&gt;, &lt;em&gt;Mask&lt;/em&gt; and other options to get what you need.&lt;/p&gt;

&lt;p&gt;Next, I add a &lt;em&gt;Coil&lt;/em&gt;, which basically has a spring-like effect on the hair. I kept it very low in my case, but you can try it out to see what you like.&lt;/p&gt;

&lt;p&gt;Again, as I have mentioned before, the &lt;em&gt;Modifier CV Count&lt;/em&gt; in the &lt;em&gt;Primitives&lt;/em&gt; tab, comes to play here. The &lt;em&gt;Noise&lt;/em&gt; and &lt;em&gt;Coil&lt;/em&gt; modifiers for example, rely heavily on that. As with same values for them, if you change the &lt;em&gt;Modifier CV Count&lt;/em&gt; number, you will see a different result.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/Tutorials/Workflow/How_To_Create_Texture_Map_For_Game_Hair_Cards_Using_XGen/06_xgen_modifiers_tab.jpg&quot; alt=&quot;06_xgen_modifiers_tab&quot; class=&quot;narrowResponsive&quot; /&gt;&lt;/p&gt;

&lt;p&gt;You need to create a &lt;em&gt;Description&lt;/em&gt; and do these steps for every hair group in your hair texture sheet. Each one with a different style and usage, and possibly a different material to add more variety to the color too.&lt;/p&gt;

&lt;p&gt;Then, set your orthographic camera as if you’re seeing your texture sheet in it. Optimize the view, and have as little empty space as you can to be efficient.&lt;/p&gt;

&lt;p&gt;Next, add a &lt;em&gt;Directional Light&lt;/em&gt; [at least for start], check your &lt;em&gt;Render Settings&lt;/em&gt;, and do a render to see what you get in your first try. Then from there, try to improve the results as much as you can.&lt;/p&gt;

&lt;p&gt;About that &lt;em&gt;Specular Map&lt;/em&gt; in the header image, it’s just a simple &lt;em&gt;Ambient Occlusion&lt;/em&gt; applied as material to the hair &lt;em&gt;Description&lt;/em&gt;. It still needs some heavy tweaks in &lt;em&gt;Photoshop&lt;/em&gt;, but it’s almost there.&lt;/p&gt;

&lt;h3 id=&quot;conclusion&quot;&gt;Conclusion&lt;/h3&gt;

&lt;p&gt;The best thing about this workflow, is its flexibility. You can come back later and change stuff as you or your art directors need. It’s also worth mentioning that this workflow is widely used in the industry level and I do the same with my professional works as well.&lt;/p&gt;

&lt;p&gt;Generally speaking, the hair creation process is all about patience, it’s your best friend.&lt;/p&gt;

&lt;p&gt;I guess that’s about it. Thanks for reading this article. Check out my other articles too, to see if there’s anything you like. I know you may have all sorts of questions. So don’t get lazy, ask them now in the comments.&lt;/p&gt;</content><author><name></name></author><category term="articles" /><category term="article" /><category term="tutorial" /><category term="workflow" /><category term="maya" /><summary type="html">In this article, I'm gonna quickly go over my workflow of creating texture maps for game hair cards as well as some tips on using Maya's excellent XGen system. I guess it's easier than what you think.</summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://hossimo.com/images/Tutorials/Workflow/How_To_Create_Texture_Map_For_Game_Hair_Cards_Using_XGen/how_to_create_texture_map_for_game_hair_cards_using_xgen_header.jpg" /><media:content medium="image" url="https://hossimo.com/images/Tutorials/Workflow/How_To_Create_Texture_Map_For_Game_Hair_Cards_Using_XGen/how_to_create_texture_map_for_game_hair_cards_using_xgen_header.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry></feed>