Just to update that the Bevel Object picker has been moved from that place. To pick the circle object go to Bevel--> and in Round/Object/Profile sections go to Object section, there you'll find the picker
@@anficyon what I ended up doing was opening a new project and repeating the steps for the hair mesh and for some reason it worked. so then on my old project I added the new project and I just kept copying and pasting the hair mesh so that I would have an extra on the side as I was doing the hair. I have no idea what the problem was, this was just my way of getting around it.
If you can't see all points of the circle in edit mode and only see 4 points and have to click on them to see the connected 2 ones, do this: Open the viewport overlays menu (you know, where you can choose to see face orientation, the one next to wireframe/viewport/shading settings) From curve edit mode, choose "all" for handles
Forgot to mention, in Blender 2.8x, Alt + C doesn't convert hair curves to mesh, you can now do it by right clicking on the curve then convert to mesh.
Umm, how do you like, mirror your sculpt. I constantly see you sculpting two individual hair strands at once and I kinda wanna try that. Pls tell me how you mirror the selected objects... Ty😊
Exactly, and he showed us EVERYTHING we need to make awesome hair meshes in about 6 minutes. No time wasting, no over-complicated steps. Videos like this are so rare but invaluable.
I Stream Sculpting and Art Stuff everyday on twitch.tv/yansculpts P.S. Since a lot of you recently asked, the main difference between the way I create hair today and before is I don't use a 3rd curve for taper, instead I manually scale and twist the curves as shown in the video, made it a lot easier to work with :)
@@kellyjohnson768 I think it's better to make braids using simple mesh of one segment - twist modifier - applied array modifier with merging vertices - then just modify braids with sculpt tools, proportional editing, textures, hair particles, cool mats etc to make them look as realistic as you want
Tip: if you are having trouble controlling the circle, select all by pressing A then press V and select "free" this will allow you too manipulate the circle without restraints
For anyone having trouble with the bevel object picker: firstly, the picker has been moved you have to click in the "object" section and second, when you do select the circle, if the line just disappears it could be because when you hit CTRL A you might have clicked the location too, only click scale.
for those still wondering how to twist the spline. its Ctrl T... idk why blender makes us alt+S and Ctrl T, when it could literally just be S for Scale and R for Rotate
@@kanetinha Blender has changed the ui since this vid, you probably used the "color picker of object" of the Taper Object. You need to expand the Bevel section and right underneath select "Object", and use the "color picker" from the Bevel to select the circle.
Also a note for 3D printing users; (if your objects appear as "inverted normals" or "dark" in color in your slicer software) Be sure to "cap" your objects (located under the Geometry > Bevel > Fill Caps. This is so they aren't "hollow" when exporting. Also noticed if you "invert / mirror" the "bezier circle" it will invert it in your slicer program (which causes it not to appear / not let your object print at all) It's usually identified as dark blue if your using Chitubox for example. If you want your brush to not be inverted, just simply reverse the "bezier circle" by selecting, right click, mirror, and choose the axis it was originally flipped at. After doing this, it should revert to its original creation. if not, you might have flipped it on the wrong axis, keep testing until fixed. You CAN however "(rotate) your "path" and your "bezier circle" with no printing issues as well. Just don't "Mirror" it. Seems to be a bug of some sort. Hope this helps, and thanks again for this video, it's helped me so darn much saving time sculpting hair and clothes
Your comment is very helpful to those who are new to making models for printing! Well done with the explanation. To comment on your mirroring problem, this has to do with normals. Face orientation and solid geometry is very important in slicer software. If you have non-manifold geometry or flipped faces, it will most definitely give you the errors you explained. The mirroring issue is not a bug, but rather, it is a byproduct of how Blender mirrors things. If you look at the scale of an object that has been mirrored (with the exception of those that use a mirror modifier) you will see that its scale is inverted for the axis in which it was flipped. This by nature will also flip the normals when transformations are applied to an object (which is what happens upon exporting files such as fbx, obj, or stl). Your solution effectively flips the normals of the source curve to 'red' in Blender, so that it exports as 'blue' for any slicers. This solution usually doesn't pose any problems externally, but some other operations might be broken in blender if your normals are positioned incorrectly.
saludos desde JAMUNDI en COLOMBIA tengo 49 años y estoy emocionado de darle vida a los personajes de mis historias gracias a sus enseñanzas... Greetings from JAMUNDI in COLOMBIA I am 49 years old and I am excited to give life to the characters in my stories thanks to their teachings
Thank you!!! I was looking for a way to make icing on top of cupcake and I used your method and it works so well! I can twist and move the icing however I want as if im piping it on a cake in real life. Note for people who doesnt know how he add more vertices to the circle curve, in edit mode, select two vertices of the circle, and subdivide. you can subdivide them by right clicking for blender 2.9. by adding more vertices you can make more shapes.
this is genius, tried it, love it, will do that from now on... (it is a bit hard at first to get a good proportion of an overall haircut and details and to not overdo it, but I'm sure that's just a matter of practice and patience)
Damn, I love that I don't have to use the taper anymore, it was really annoying and doing it manually just seems more user-friendly and gives you more creative freedom. Love it.
So I was having problems with trying this, and if any of you are doing it in year 2024+ on Blender 4.0+, if the Path Curve is not turning into a cylinder, you're either, not selecting 3D on the Shape section, or you're trying to pick the reference using Geometry's Taper Object. Make sure to be on Data> Shape: 3D Selected > Geometry > Bevel > Object > and make sure Fill Caps is filled... I had to figure out how to close the hole, why it's always a flat square, and why it disappears when I select my refence... This is a pretty convenient way to make hair for anime type sculpts so I thought I'd share a solution to the problem I had. 😁
i also say what MortMort: This was very useful and informative, thanks for the free content! I'll try and use this for my first character sculpt! ~ cheers!
Trust me, Ive been using blender for 5 years now, and you're gonna need more than 1 week vacation to learn it but do not let this discourage you! Go and learn my friend! You'll get there!
I'm so happy i finally found this. I had a project that i was working on and all it needed was hair and now i can finally do it after a year of having a burnout
would be nice to have a button that creates the basic setup as this is quite a common thing to do if you use this technique 🤔 I'll have to look into scripting for blender once I have a project to use it on edit: eh, or just import from another .blend, that'd be much easier
@@yansculpts yeah, but I meant when first creating a hair strand in a file, but of course you could prepare a .blend with multiple basic hair shapes and just import that .blend (I was just thinking way too complicated haha)
Could try out Yusuf Umar's Bevel Curve tool. github.com/ucupumar/bevel-curve-tools Creates curves at the cursor with the bevel shape. Plus you can also edit the bevel shape later on as well. It only has a few bevel shapes when overriding the bevel.. But I recommend trying it out. It says that it works in "2.79 and 2.80" but it ported into 2.83alpha just fine. Only downside is that the documentation video is in v2.74. Note: 2.8's version has the panel on the sidebar instead of the toolbar; To the right of the 3dviewport instead of the left.
Easiest way to do that is to select all of the hair mesh objects and < CTRL >< J > [join them] together in one mesh. If you need to edit them in the joined mesh all you need to do is to hover over one strand of hair and press < L > for loose parts.
It is rare that I find a tutorial which tells me everything I need to know to just do the thing the same day, with very little fuss. Thanks a ton for the help~!
😍😱 Thank you so mutch this has saved me hours without having a mental breackdown again !😇 You can perfectly explain and show such easy ways for Blender Beginners like me ‹3
Was there a major change for Blender 2.9? Because moving the path curve points doesn't move the hair it just breaks it and stretches weird all over the place? Any advice would be greatly appreciated.
Just figured it out; it's a simple thing to overlook, but you need to switch it over to Object instead of Round, in the Bevel tab, when you have the Path selected!
If you are wondering as I did how to add more points to the path for better adjustments you can by selecting the Circle curve in Edit mode, select the points, go to Segments(in the small bar menu) and choose subdivide.
really neat vid!! i'm just starting to get into digital sculpting to help in my 2d art, which i specialize in. this stylized method of hair meshes super nicely with my personal style :D
Is there a way you can teach us how to create different circle curve control shapes slowly and in-depth for hair like the other examples of stylized hair you displayed out? I really suck at making my own circle curve control shapes or even know how to move the keys to make my own shape. So now I've only been able to make the one triangle one you showed us. Can you make more examples and explain how you do it? It looks so simple when you do it and looking at all yours displayed out but when I try to go in and edit mine it never looks similar to yours. I know I click two handles to subdivide but after that, I don't know which to push and pull, scale and in which direction to get the shapes that you got. Pls, help:(
I'm sorry, I'm new to this, but when I try this 1:32 and I click the BezierCircle, my path ends all flat, not a circular mesh. Could it be that when I add a path, the actual name of the path is NurbsPath? I don't see any other "path" curves when I press CTRL + A 😓 Not sure what's going wrong since I reproduce the same steps as you @Yan 🤔 *Update:* I think I found the culprit. When I scaled down the path, instead of applying just the "Scale" I applied "All Transforms" and that resulted into the mesh created by the path to become flattened. In reality, is "Rotation" what flattens the mesh of the path when you try to apply it... Mea culpa 🙇♂️
Dear lord, this helps a lot, I was trying to sculp into shape a blob into shape, it worked but was too much of a pain and now unnecessary after watching this. 😎👍
My question is can small physics be applied to the hair so it moves around a bit during animations? It'd look weird if the character was moving but the hair was static
This method is really great for small scale animations such as CGI short films and cartoonish character designs in both video games and animated shows. But if you apply the same technique to portray much realism, it would be much harder to animate hairs, so hair stranding techique (volumetric is called, I don't know the term) is used to simulate individual strands of hair to produce much realistic results. Anyway, great vids and stay blender everyone. (P.S. I still haven't started animation and programming, my PC and internet connection are bunch of potatoes.)
i mean there was never any mention of realistic hair and from the character shown surely you can come to the conclusion it might not work for realistic hair.
Not sure if something changed but I'm having trouble with Blender 2.91. When I select the circle for the bevel object, the path doesn't inherit the shape...
For anyone just having this problem now, I fixed mine by not applying the Rotation of the circle. If you followed how he rotated the curves after creating them, be careful to apply only the Scale and not All Transforms as that was what was messing it up for me.
For games you might wish to use hair cards, basically just planes with a hair texture applied to it. They're about as poly count efficient as you can get. You could just draw some hair strands in your art program of choice and use that as a texture, or if you want to get fancy you can check out a tutorial by Nazar Noschenko on creating eyebrows where he first creates some hair strands using a method like in this video but then bakes them into a texture, which should let you bake things like normal maps and such for your hair cards to make them even better. If you have some more allowance, you can try to play around with the decimate modifier to reduce poly count after creating hair like this and converting it to a mesh. Then there's of course the option of manually retopologizing the hair, though that can get rather time consuming.
check out the tutorial from Jack Perry: www.artstation.com/artwork/rRkOVL He uses the Hair Tool addon which can save a lot of time. Another resource is this talk from Daniel Bystedt: ruclips.net/video/ym26cEA4ubU/видео.html
@@Colopty What I think you're referring to only really works for realistic hair. For stylized hair you can't replicate the volume of the hair with just textures
I find it extremely frustrating when I move a path verticle and the whole mesh twists, and so falling into the head or standing out too far. Trying to mitigate it with CTRL+T, but still works out terribly. I wished there was a way to lock an orientation while moving vertices around.
This is great tutorial, I got a lot out of it. There's one part that I find confusing though. At 2:17 he selects all 4 control points and scales them, they scale symmetrically. . When I try to do this the entire shape goes wonky and asymmetrical. Anyone know what I may be doing differently? Cheers and thank you again, this method is super cool!
he selects all the points on each side rather than using something like a mirror modifier, then locks them to an axis using the Z key. you can do this on any axis as well, with most of the tools. grab on the x axis? use G then X. scale only on the Y axis? S then Y.
Thank you very much on this tutorial, it helped me a lot! I just have one question to do. Does this method allows you to export the model to another program for animation purposes with all the hair as individual meshes? Or is it just for "showing" or "demonstrative" purposes?
Does anyone know how this method works in animating? (i.e., Can it automatically flow and move according to gravity/movement? Can you animate it easily?) I'm new to trying out 3d animation-type stuff and I want to learn how well different styles work for animating and similar.
hi! this is probably a very silly question but at 1:52 when you hit tab to shift into edit mode the bevelier circle changed to have those arrow shapes around it, as well as allowing you to select outer points away from the ones actually attached to the circle... how did you do that? when i do the same i can only select those points while selecting the main ones and i cant find a tutorial to fix it
I personally think it's good to have just one but to strech it out a bit so it's not just a point on top of the head but like a short line going from the back towards the face a bit. I like the question and I would like to here if there are more ways to do it that I was just to ignorant to find out about
Hi! Wonderful tutorial and style :) If I borrowed this style for my character, would it be possible to animate it/ apply physics to it? Would cloth physics work on it?
This dude is over here making concepts I haven't even heard of yet look like child's play, and I'm still trying to figure out why my models don't have workflow. 😂 great video.
2:48 when i select everything in edit mode on the circle curve and scale on x it just scales the outer handle points of all four. nothing actually moves. blender 2.83
Thank you! The other videos I watched weren't as informative and didn't spend enough time on certain things and left me having limited range over the model
Just to update that the Bevel Object picker has been moved from that place. To pick the circle object go to Bevel--> and in Round/Object/Profile sections go to Object section, there you'll find the picker
I found that but when I apply it to the circle curve my path curve disappears.
Thanks
@@jetrandom7569 same problem
@@anficyon what I ended up doing was opening a new project and repeating the steps for the hair mesh and for some reason it worked. so then on my old project I added the new project and I just kept copying and pasting the hair mesh so that I would have an extra on the side as I was doing the hair. I have no idea what the problem was, this was just my way of getting around it.
Thank you! I was getting frustrated lol
I'm still trying to make the donut.
Fr fr
@@lIlIIIIllIllIIIlIlII aww thanks!! I finished the donut and I'm trying to make a simple character with dikko's tutorial
@@lIlIIIIllIllIIIlIlII THANKS! I'll be sure to check it out
@@hema4realz ecks dee
Did ya ever make that donut?
If you can't see all points of the circle in edit mode and only see 4 points and have to click on them to see the connected 2 ones, do this:
Open the viewport overlays menu (you know, where you can choose to see face orientation, the one next to wireframe/viewport/shading settings)
From curve edit mode, choose "all" for handles
Thanks :)
bro, you help me. Thanks a lot
Thanks, my good man!
Thanks, saved me a lot of research
i actually only see 3 points so uh
Forgot to mention, in Blender 2.8x, Alt + C doesn't convert hair curves to mesh, you can now do it by right clicking on the curve then convert to mesh.
im using Blender 3
we can assign shortcut as Alt+c and use it
hi
How can you make these sculpts ready for game engines?
Could you please do a vid on how you'd tackle African hair?
You, my friend, should win the oscar of 3D tutorials.
There should definitely be a tutorials Oscar award. All we need to do is come up with a good name.
Should also check out Royal Skies LLC.
The TutScars
Tutorials? HAHAHAHAHAHA 😂😂😂 HE DON'T UPLOAD TUTORIALS, HE UPLOAD TIMELAPSES 😂😂😂
@@angeld7849 Seriously? Don't tell me
This was very useful and informative, thanks for the free content!
I'll try and use this for my first character sculpt! ~ cheers!
Noice, thanks xD
Umm, how do you like, mirror your sculpt. I constantly see you sculpting two individual hair strands at once and I kinda wanna try that. Pls tell me how you mirror the selected objects... Ty😊
@@spectrumanimation8180 you could use a mirror modifier? 😅
@@spectrumanimation8180 you can mirror stuff over different planes by going up near the top and clicking on x y or z when sculpting
When I try to scale the single point to shape the hair, it doesn’t work, can someone help
This is possibly the most comprehensive tutorial on hair in Blender, thank you so much
Exactly, and he showed us EVERYTHING we need to make awesome hair meshes in about 6 minutes. No time wasting, no over-complicated steps. Videos like this are so rare but invaluable.
I Stream Sculpting and Art Stuff everyday on twitch.tv/yansculpts
P.S. Since a lot of you recently asked, the main difference between the way I create hair today and before is I don't use a 3rd curve for taper, instead I manually scale and twist the curves as shown in the video, made it a lot easier to work with :)
hi
Thanks working on a character and will need this
I learned this technique of yours before, glad to see an upgraded version! Thanks!
how do you modify this method to create Daenerys Targaryen's dothraki braids?
@@kellyjohnson768 I think it's better to make braids using simple mesh of one segment - twist modifier - applied array modifier with merging vertices - then just modify braids with sculpt tools, proportional editing, textures, hair particles, cool mats etc to make them look as realistic as you want
Your actual hair is a so neat!
yeah i've been wondering if he used the same technique to make it
That's because he made it in blender
@@NilesBlackX I bet he made himself entirely from blender :0
Tip: if you are having trouble controlling the circle, select all by pressing A then press V and select "free" this will allow you too manipulate the circle without restraints
Oh wow thank you, this is what I was having trouble with
holy jesus you are a saint!!! tysm!
Ah yes I am forever thankful for ppl like you
You are an angel
I think I love you…
I love that you can apply this technique to all sorts of other things. I made a lamp in like five minutes. Very powerful, thank you for the lesson.
You just solved my life, this method is SO much better than doing with curves. Thank you very much for sharing this
except you're still using curves...
@@shadowsketch926 i think you know what i meant xD
@@fl0killa i honestly wasn't sure, hence the comment xD
For anyone having trouble with the bevel object picker: firstly, the picker has been moved you have to click in the "object" section and second, when you do select the circle, if the line just disappears it could be because when you hit CTRL A you might have clicked the location too, only click scale.
thanks!!!
thank you!
Thank you
for those still wondering how to twist the spline. its Ctrl T... idk why blender makes us alt+S and Ctrl T, when it could literally just be S for Scale and R for Rotate
Thank you mate
alt + s is for vertices
Alt+S is not working on any vertices of the path, any ideas of what's wrong?
@@kanetinha Blender has changed the ui since this vid, you probably used the "color picker of object" of the Taper Object.
You need to expand the Bevel section and right underneath select "Object", and use the "color picker" from the Bevel to select the circle.
Keep in mind you can always change the hot keys in the UI
Also a note for 3D printing users; (if your objects appear as "inverted normals" or "dark" in color in your slicer software)
Be sure to "cap" your objects (located under the Geometry > Bevel > Fill Caps. This is so they aren't "hollow" when exporting.
Also noticed if you "invert / mirror" the "bezier circle" it will invert it in your slicer program (which causes it not to appear / not let your object print at all)
It's usually identified as dark blue if your using Chitubox for example.
If you want your brush to not be inverted, just simply reverse the "bezier circle" by selecting, right click, mirror, and choose the axis it was originally flipped at.
After doing this, it should revert to its original creation. if not, you might have flipped it on the wrong axis, keep testing until fixed.
You CAN however "(rotate) your "path" and your "bezier circle" with no printing issues as well. Just don't "Mirror" it. Seems to be a bug of some sort.
Hope this helps, and thanks again for this video, it's helped me so darn much saving time sculpting hair and clothes
Your comment is very helpful to those who are new to making models for printing! Well done with the explanation.
To comment on your mirroring problem, this has to do with normals. Face orientation and solid geometry is very important in slicer software. If you have non-manifold geometry or flipped faces, it will most definitely give you the errors you explained. The mirroring issue is not a bug, but rather, it is a byproduct of how Blender mirrors things. If you look at the scale of an object that has been mirrored (with the exception of those that use a mirror modifier) you will see that its scale is inverted for the axis in which it was flipped. This by nature will also flip the normals when transformations are applied to an object (which is what happens upon exporting files such as fbx, obj, or stl). Your solution effectively flips the normals of the source curve to 'red' in Blender, so that it exports as 'blue' for any slicers. This solution usually doesn't pose any problems externally, but some other operations might be broken in blender if your normals are positioned incorrectly.
@@shibu5175 indeed! Though I should have edited my original comment up until now for how much I have learned since then!
Hero!
I'm new to this, and I've got that first "fill caps" part, but I don't completely understand the second part
Also I'll probably be printing for the first time so what should I look out for to get it ready to print?
saludos desde JAMUNDI en COLOMBIA tengo 49 años y estoy emocionado de darle vida a los personajes de mis historias gracias a sus enseñanzas... Greetings from JAMUNDI in COLOMBIA I am 49 years old and I am excited to give life to the characters in my stories thanks to their teachings
Fast, easy and straight to the point! I finally can make hair 😭
FINALLY an actual tutorial for hair. I've been struggling for a very long time. I just started learning blender. Thank You.
Thank you!!! I was looking for a way to make icing on top of cupcake and I used your method and it works so well! I can twist and move the icing however I want as if im piping it on a cake in real life.
Note for people who doesnt know how he add more vertices to the circle curve, in edit mode, select two vertices of the circle, and subdivide. you can subdivide them by right clicking for blender 2.9. by adding more vertices you can make more shapes.
Thank you! I was looking for this.
I rarely comment, but my friend, as a new Blender user (maya for 20 years), u saved me a lot of time.
this is genius, tried it, love it, will do that from now on... (it is a bit hard at first to get a good proportion of an overall haircut and details and to not overdo it, but I'm sure that's just a matter of practice and patience)
This is the best tutorial I have seen for creating stylized hair in Blender. Been using this software for years and (ctrl "T") changed my life, lol. 👍
That ending of the video though. I was like "wut? LOL
Yeh what was that. He farted
That Uraraka model is beautiful
Damn, I love that I don't have to use the taper anymore, it was really annoying and doing it manually just seems more user-friendly and gives you more creative freedom. Love it.
fast simple detailed and even tips at the end its the best blender video i ever see in youtube
Smooth editing at the end. Never seen it before, actually thought my pc was broken or something.
I was stuck in this create hair for a long time. I can't thank you enough for this help.I hope you will have a good day.
So I was having problems with trying this, and if any of you are doing it in year 2024+ on Blender 4.0+, if the Path Curve is not turning into a cylinder, you're either, not selecting 3D on the Shape section, or you're trying to pick the reference using Geometry's Taper Object.
Make sure to be on Data> Shape: 3D Selected > Geometry > Bevel > Object > and make sure Fill Caps is filled...
I had to figure out how to close the hole, why it's always a flat square, and why it disappears when I select my refence... This is a pretty convenient way to make hair for anime type sculpts so I thought I'd share a solution to the problem I had.
😁
👍
Thank you so much.
What can you do if it's only a flat square but I have donde every step of the guide?
One of the best Blender tutorials I ever saw!
If alt + s doesn't work for anyone, make sure you didn't accidentally add a "Taper Object" under Geometry.
Bro I love you ❤
Really illustrative, thank you o experienced artist!
All things aside, I hope you're taking care of yourself during this pandemic. Stay safe Yan
I cant believe these tuts are free ...THANKS man keep up the good work
OMG!!! THIS IS A LIFESAVER!!!! T.T
THANK YOU SO MUCH FOR THIIIISSS
hair wizard with his hair magic over here. "i can even twist them" blew my mind how easy you made this for everyone.
As always, Yan, a great tutorial! Thank you for sharing your knowledge with us! Stay safe and healthy!
i also say what MortMort:
This was very useful and informative, thanks for the free content!
I'll try and use this for my first character sculpt! ~ cheers!
I need to learn blender, gonna use my 1 week vacation to do it
Think u'r gonna need a lot more vacation bud.
Novica Vukobratovic progress is progress, better than nothing
Trust me, Ive been using blender for 5 years now, and you're gonna need more than 1 week vacation to learn it but do not let this discourage you! Go and learn my friend! You'll get there!
I'm so happy i finally found this. I had a project that i was working on and all it needed was hair and now i can finally do it after a year of having a burnout
hope it worked out!
would be nice to have a button that creates the basic setup as this is quite a common thing to do if you use this technique 🤔
I'll have to look into scripting for blender once I have a project to use it on
edit: eh, or just import from another .blend, that'd be much easier
You can even copy paste it :)
@@yansculpts yeah, but I meant when first creating a hair strand in a file, but of course you could prepare a .blend with multiple basic hair shapes and just import that .blend (I was just thinking way too complicated haha)
Could try out Yusuf Umar's Bevel Curve tool. github.com/ucupumar/bevel-curve-tools
Creates curves at the cursor with the bevel shape. Plus you can also edit the bevel shape later on as well. It only has a few bevel shapes when overriding the bevel.. But I recommend trying it out.
It says that it works in "2.79 and 2.80" but it ported into 2.83alpha just fine.
Only downside is that the documentation video is in v2.74.
Note: 2.8's version has the panel on the sidebar instead of the toolbar; To the right of the 3dviewport instead of the left.
@@Ironpants57 ohhhh, that looks handy! thanks for the link!
Helpful video. This kind of hair will work very well in my character!
How do you 'combine' the hair pieces at the roots? Does the geometry just intersect? Does it affect how the hair is animated?
i have the same question as you I hope someone will answer
Easiest way to do that is to select all of the hair mesh objects and < CTRL >< J > [join them] together in one mesh. If you need to edit them in the joined mesh all you need to do is to hover over one strand of hair and press < L > for loose parts.
I love the Blender community, you all are awesome!
You salved hours of experiments. I'm just starting with blender.
It is rare that I find a tutorial which tells me everything I need to know to just do the thing the same day, with very little fuss. Thanks a ton for the help~!
😍😱 Thank you so mutch this has saved me hours without having a mental breackdown again !😇 You can perfectly explain and show such easy ways for Blender Beginners like me ‹3
This one is going to my personal playlist of useful tutorials (probably ur video is the most useful one at the moment)
Was there a major change for Blender 2.9? Because moving the path curve points doesn't move the hair it just breaks it and stretches weird all over the place? Any advice would be greatly appreciated.
i'm having this issue, too
Just figured it out; it's a simple thing to overlook, but you need to switch it over to Object instead of Round, in the Bevel tab, when you have the Path selected!
such a talented guy , wonderful , love your works
Thank you so much 😀
If you are wondering as I did how to add more points to the path for better adjustments you can by selecting the Circle curve in Edit mode, select the points, go to Segments(in the small bar menu) and choose subdivide.
thanks
you beast, so direct. exactly what we all need :))
yes!
really neat vid!! i'm just starting to get into digital sculpting to help in my 2d art, which i specialize in. this stylized method of hair meshes super nicely with my personal style :D
Nice bro! Thanks!
Is there a way you can teach us how to create different circle curve control shapes slowly and in-depth for hair like the other examples of stylized hair you displayed out? I really suck at making my own circle curve control shapes or even know how to move the keys to make my own shape. So now I've only been able to make the one triangle one you showed us. Can you make more examples and explain how you do it? It looks so simple when you do it and looking at all yours displayed out but when I try to go in and edit mine it never looks similar to yours. I know I click two handles to subdivide but after that, I don't know which to push and pull, scale and in which direction to get the shapes that you got. Pls, help:(
you will have to try getting familiar with curves in order to get them to get the shapes you want. try checking tutorials on curves/beziers
Nice and simple! Will be teaching this technique to my students!
Great tutorial Yan. One question, do you ever close the ends of the hair with a face or are they left open?
Im 8months late ik.. but I think you don't need to close the ends because if you scale it down a lot it'll be like it's closed.
thanks men now i discover other use for this tutorial thanks
I'm sorry, I'm new to this, but when I try this 1:32 and I click the BezierCircle, my path ends all flat, not a circular mesh. Could it be that when I add a path, the actual name of the path is NurbsPath? I don't see any other "path" curves when I press CTRL + A 😓 Not sure what's going wrong since I reproduce the same steps as you @Yan 🤔
*Update:* I think I found the culprit. When I scaled down the path, instead of applying just the "Scale" I applied "All Transforms" and that resulted into the mesh created by the path to become flattened. In reality, is "Rotation" what flattens the mesh of the path when you try to apply it... Mea culpa 🙇♂️
Thanks for editing in the solution! I was having the same problem and your comment helped me out.
Thanks a ton
THANK YOU !!!
this fixed my problem as well thanks!
Dear lord, this helps a lot, I was trying to sculp into shape a blob into shape, it worked but was too much of a pain and now unnecessary after watching this. 😎👍
My question is can small physics be applied to the hair so it moves around a bit during animations? It'd look weird if the character was moving but the hair was static
I think you can add armature on the head and build the hair around it.
You convert the curve to mesh and then rig the mesh as usual.
@@WannabeCanadianDev yooooooooo bro you saved my life xD thanks men
omg this is so helpful! im applying for a ugc program for roblox and now know how to do hair is unreal
This method is really great for small scale animations such as CGI short films and cartoonish character designs in both video games and animated shows. But if you apply the same technique to portray much realism, it would be much harder to animate hairs, so hair stranding techique (volumetric is called, I don't know the term) is used to simulate individual strands of hair to produce much realistic results. Anyway, great vids and stay blender everyone.
(P.S. I still haven't started animation and programming, my PC and internet connection are bunch of potatoes.)
i mean there was never any mention of realistic hair and from the character shown surely you can come to the conclusion it might not work for realistic hair.
thank you!! i am new to blender and this helped me so much. i just started my hair and it’s about half way done it looks so good so far!! :)
Not sure if something changed but I'm having trouble with Blender 2.91. When I select the circle for the bevel object, the path doesn't inherit the shape...
same happened to me. Not sure what went wrong
For anyone just having this problem now, I fixed mine by not applying the Rotation of the circle. If you followed how he rotated the curves after creating them, be careful to apply only the Scale and not All Transforms as that was what was messing it up for me.
@@johncarlocagas 👆👆 this! 🙏 Thank you!
this tutorial is lifesaving, thank you
It's really cool. The method is hi-polly. How i can use
effectively, this hair style for games and animation?
You can create a duplicate, tone down the resolution to what you desire, then bake normals from the original.
For games you might wish to use hair cards, basically just planes with a hair texture applied to it. They're about as poly count efficient as you can get. You could just draw some hair strands in your art program of choice and use that as a texture, or if you want to get fancy you can check out a tutorial by Nazar Noschenko on creating eyebrows where he first creates some hair strands using a method like in this video but then bakes them into a texture, which should let you bake things like normal maps and such for your hair cards to make them even better.
If you have some more allowance, you can try to play around with the decimate modifier to reduce poly count after creating hair like this and converting it to a mesh. Then there's of course the option of manually retopologizing the hair, though that can get rather time consuming.
check out the tutorial from Jack Perry: www.artstation.com/artwork/rRkOVL
He uses the Hair Tool addon which can save a lot of time.
Another resource is this talk from Daniel Bystedt: ruclips.net/video/ym26cEA4ubU/видео.html
@@Colopty What I think you're referring to only really works for realistic hair. For stylized hair you can't replicate the volume of the hair with just textures
Awesome vid bro, this is the best method I've seen. For my brain anyway.
I find it extremely frustrating when I move a path verticle and the whole mesh twists, and so falling into the head or standing out too far. Trying to mitigate it with CTRL+T, but still works out terribly.
I wished there was a way to lock an orientation while moving vertices around.
Great tip. I can see using this technique for lots of things.
This is great tutorial, I got a lot out of it. There's one part that I find confusing though. At 2:17 he selects all 4 control points and scales them, they scale symmetrically. . When I try to do this the entire shape goes wonky and asymmetrical. Anyone know what I may be doing differently? Cheers and thank you again, this method is super cool!
I am stuck here as well, tried a bunch of things but still not working
Happened to me too! Can YanSculpts help here, please!
he selects all the points on each side rather than using something like a mirror modifier, then locks them to an axis using the Z key. you can do this on any axis as well, with most of the tools. grab on the x axis? use G then X. scale only on the Y axis? S then Y.
Your tutorials are amazing, it's fascinating the way you sculpt and transmit your knowledge. Thanks for sharing your teachings. Big hug my friend!!!
IS there a way to put dynamics on the curve, or could it just be done with the geometry around the curve?
I guess you'd have to convert to mesh and then make it a softbody.
1rst time i see a tutorial using blender scene as a tool to presen the lesson!! nice pedagogic job !!!
Glad you liked it!
2.9 not working pretty sure, I'm getting a cone instead, currently playing around...
yeah i keep getting this pointy cone thing too 😩
You are so kind for making this free
Thank you very much on this tutorial, it helped me a lot! I just have one question to do. Does this method allows you to export the model to another program for animation purposes with all the hair as individual meshes? Or is it just for "showing" or "demonstrative" purposes?
Super quick and useful. +1 engagement metrics!
Does anyone know how this method works in animating? (i.e., Can it automatically flow and move according to gravity/movement? Can you animate it easily?) I'm new to trying out 3d animation-type stuff and I want to learn how well different styles work for animating and similar.
once converted to a mesh, rigged, weight painted, it works just as well and hand modeling!
Adding those tree concepts at the end was so much help! Thanks for making a small class rather than just an empty tutorial 🙌🏽
hi! this is probably a very silly question but at 1:52 when you hit tab to shift into edit mode the bevelier circle changed to have those arrow shapes around it, as well as allowing you to select outer points away from the ones actually attached to the circle... how did you do that? when i do the same i can only select those points while selecting the main ones and i cant find a tutorial to fix it
Ive got the same exact issue lol, was looking down here for an answer
@@joefy200 This is a bit late, but in case anyone else still needs an answer: Edit mode > Viewport Overlay > Curve Edit Mode > Normals
@@GaminGilmore Under the curve edit mode, change "Handles" to "all".
That's an amazing easy hair collection!
5:15 How many crowns (hair vortices) do you have on your head? Some have one, some have two.
I personally think it's good to have just one but to strech it out a bit so it's not just a point on top of the head but like a short line going from the back towards the face a bit. I like the question and I would like to here if there are more ways to do it that I was just to ignorant to find out about
It remind me Illustrator drawing brush system, it's awesome. Thanks for the free tips dude.
how did he move the points of circle curve at 1:53
Select the circle and press tab. You may need to rotate the circle to get it work like his.
omg this uraraka you create its amazing for a game
Hi! Wonderful tutorial and style :) If I borrowed this style for my character, would it be possible to animate it/ apply physics to it? Would cloth physics work on it?
This dude is over here making concepts I haven't even heard of yet look like child's play, and I'm still trying to figure out why my models don't have workflow. 😂 great video.
2:48 when i select everything in edit mode on the circle curve and scale on x it just scales the outer handle points of all four. nothing actually moves. blender 2.83
im starting now and struggling with the same problem! have you solved your issue? (last version 4.0)
I’m struggling too, I don’t know what to do-
This is the most time consuming and satisfying thing ever
It turns into this weird banana shape when i try to move the vertices.
I needed this tutorial about 10 years ago. Ja, ja, ja.
Guys don't worry about the glitches at the end, Yan was just too worried about all those tickets he just recently bought for his world tour... :v
I just started using Blender and dude, your hair, your art... They're awesome!!!
alt+s doesn't work for me
Thank you! The other videos I watched weren't as informative and didn't spend enough time on certain things and left me having limited range over the model
This doesn't seem to work in 2.9...
Anyone have a workaround?
I'm using 2.9 and it's still working. What are you having trouble with?
2.9 you have to use the eyedropper under the "object" subheading in the bevel menu
Oh thank the gods! I had such trouble figuring out how to do hair and your lesson was perfect for me. Thank you!
This is bloody insane.
Beautiful