1. Xgen Hair in Maya
In this last tutorial, you'll be making hair for the character.
First, duplicate the head model and assign it with lambert1. Hide the original head geometry.
Please be aware of the naming convention while working with Xgen.
The geometry’s name must be unique. Xgen defines the data by the name and it causes problems if you have more than one geometry with same naming
Don't contain any symbols or spacebar other than
_in the file path. Xgen won't work if the file path has a space. Use only
_or a capital letter in the naming
Divide the hair into three regions: front, top and nape.
Select the faces for
front hair region first.
to the Xgen shelf tab and click on the first icon to open the Xgen window. Click
on Create New Description.
the Description Name and Collection Name, then choose Splines, Placing and
Shaping Guides, and then Create.
using this tool, add guides on the head.
Select the created guide, hold Right Mouse Button and select Guide Control Points.
Adjust the guide’s shape.
default, the guide only has four control points. Increase the number of
control points by pressing Rebuild” under the Primitive tab and increase the
number to eight.
more guides and adjust the shapes.
Untick Tube Shade, click on Xgen Preview (eye icon) to preview the hair.
previewed hair’s thickness, density is similar to rendered outcome.
Increase the density and decrease hair width for a more realistic hair. Increase the Modifier CV Count so that it has enough CV points to hold the shape like the guides’ shapes.
Width Ramp, left to right = hair root to tip.
guides at another side.
you click Xgen Preview, the hair is blended together in the middle.
Under the Region Control tab, click on the brush icon. The head model changes to a red colour.
Go to Tool Settings, change the colour to yellow, or any contrast colour other than red.
Paint on the head to differentiate left and right.
to Xgen window, click save besides the brush icon. Change Region Mask to 1.0.
to Modifiers tab > Add New Modifier > Clumping > OK.
down and click on Setup Maps, in the Generate Clumping Maps window, click
on Guide and Save.
the Clump Scale graph until you get the result that you want. Eeither
tick or untick Clump Volumize, it depends on the outcome that you're looking
Add another modifier: Noise. Adjust the Magnitude Scale graph.
Without the Noise
modifier, the hair is too smooth and unnatural.
Add a new modifier, Cut. By default, the expression is rand(0.0,0.2), which means randomly cut the hair in the range between 0 to 0.2.
Increase the back number to increase randomness.
will be start making nape hair, select the faces for nape hair region.
> Create Description > Repeat Step 4.
guides and shape them. Change the settings like front hair.
modifier: clumping, noise and cut like front hair’s modifier.
the faces for top hair, then create new Xgen description.
guides for top hair.
steps like front hair, add modifiers and paint region map.
one more Clumping. Click on Generate. Change the density value if
you want more or less clump. Then Save.
Add a Coil modifier to add some details.
Select the faces for eyebrows and create Xgen
time use Groomable splines which is more suitable for short hair.
the Grooming tab, increase the Density and Length, then select Interpolate.
Select the Pose brush, groom the eyebrows then flip to opposite side.
Go to Primitives tab, increase the density. Click on Show, untick Locator to hide the eyebrows splines.
Type rand(X.XX,X.XX) in length and width column.
on the arrow of Mask and Create Map. Rename the map and increase map
resolution > Create.
to Tool Settings, tick Reflection.
the eyebrow shape, black = no hair. Remember to click Save from the Mask
a noise modifier then that's the eyebrows.
the upper eyelid faces for upper eyelashes and create an Xgen description. Choose Splines like hair which is easier to control the shape.
guides for upper eyelashes.
all guides, mirror to the opposite side.
the density, length and width numbers. For length, you can also add cut
modifier to replace the expression: rand(0.9,1.0).
noise and clumping modifier.
steps for lower eyelashes.
Hypershade, create an aiStandardHair material.
Reduce the number of melanin and melanin redness, increase the number of roughness and diffuse.
Change the diffuse colour to dark brown.
the eyebrows, upper eyelashes and lower eyelashes Xgen description from
Outliner, right click on viewport > Assign existing material and choose the
material that you created just now.
Create another aiStandardHair, change the reduce melanin number, increase diffuse and change diffuse color to yellow.
Assign to top, front and nape hair.
render to see the result.
In the next tutorial, I'll start working on rigging and posing, then complete the final render.
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