I'm hoping to make some tools to help speed it up. Like automatically setting up hooks/curves for each strand while its flat to make it easy to adjust, and then another layer after its wrapped. And stuff to help generate rigging. We'll see what I can make work :)
Dude I been doing stylized characters for 3 years and this is one of the most USEFUL and LIFE SAVING technique approaching poly modeled hair. I am so glad I found your channel you can have my sub dude thank you so much.
As far as im concerned, you are the winner amongst the contenders for "creating the best anime/NPR hair tutorial". Im really impressed that your goal was not to show something that is seemingly a fast method, but to present something which is intuitive. Awesome job!
Thank you! My goal in all my workflow stages is to have a process that I can do even when I'm tired/having a bad day without getting stuck. That means breaking everything down into lots of small, repeatable steps instead of a few, complex, high skill steps. Also makes it easier to automate and teach!
Speech is very clear, complete, and not cluttered by futile talk. Exposing the method itself is interesting. Then, sharing not only your method but the fruit of your reflection and trials by explaining clearly the reasons why and how you're doing things makes it all very interesting. This might be a good tutorials for making anime hair in blender, but I find it also interesting as a good introduction to blender and some technics to use it (I know it's only 1/1000 of blender tools, but you get the idea). This gives methods and opens horizons on how to work with blender for beginners. Thanks, this is really a great tutorial :)
Honestly can't believe I haven't found this video sooner. It's a very interesting method. I think It could be adapted to work almost like the way you'd make hair in a program called vroid studio where you basically draw hair on to a net that wraps around the head. then you could have multiple of those nets a different angles to create more spiky shorter or messier hair
I've gotten a lot of questions about the curve and simple deform modifier setup, so here's a new video going into more detail on it: ruclips.net/video/lFDJ8b0TnQw/видео.html
I'm feeling so lucky finding this tutorial after my first month of character modelling. before this point, I'm pretty much stuck on the hair modelling. Thanks!
There's a lot that we'll be able to do with Geometry Nodes, especially with the new hair system. I'm planning to get into that once I finish my Normals videos. There's some more features coming for GN that will be good to have too.
@@aVersionOfReality Can't wait to see it! I really love this style and it's people like you who make taking it to the next level possible. Keep up the good work, subscribed.
@@aVersionOfReality Thank you. I wasn't fully able to figure out how to do this, but it gave me a really good idea of how to make hair and the workflow involved with it. It's a great tutorial.
Similar, but still different. Vroid uses snapping curves onto a curved surface, but it doesn't handle joining their edges together like this method, so you still generally end up with a lot of clipping. This method is less convenient than vroid, but cleaner.
I discovered your channer because daniel kreuter uses your hair modelling style in his latest tutorial series, very brilliant solution, I'm tired of making hair. Thank you.
This is brilliant! You are brilliant! Ive always gotten stuck on the hair, and therefor used vroid as a crutch, but ive always hated the messy meshes that you mentioned here. Thank you so much for this tutorial!!
This video has helped me greatly with a few personal projects I've been working on, an extra note- the empty used as an origin for the simple deform modifier can be rotated to adjust the angle at which the deformed object converges on other axes. After applying the techniques in this video I used a small rotation on the adjustment empty on the X axis to create clean, flowing geometry for a high ponytail!
@@user-dl4hm9de4d I don't model anime hair, actually. I was thinking I can use a similar technique to that in the video for modeling other non-organic shapes for some monster characters.
Good tutorial. Struggle point i had was with the tilt on the Bezier Curves. I think that was a key piece of information i needed to fix the deformation and angle for the curve modifier. I did take a look at your linked video in description and once you talked about the tilt that is what made me understand what was going on with my mesh.
Great method. I dont do much 3D modeling but was experimenting with the path method but using just a line (1 segment) and lowering the resolution to 3 (or lower) on both the target path and path. Convert to mesh, THEN subdivision modifier the new mesh to get even topology. It works ok but still a lot of fiddling. Your method is way better and you still get the added benefit of going in with the knife tool and hand draw the basic shapes without messing around with proportional editing like on some Maya speed modeling videos.
Something I'd like to add; another alternative for UV unwrapping is "Project from view" when view it from num pad 1 angle and backside. (Just select faces you want unwrapped) That way you dont need to as overly concerned about keeping the UVs while modeling if your doing hand painted textures/ 3D painting textures.
This was a simply spectacular tutorial. One of the best I have ever seen. Great novel technique, and you break it down into pieces and explain it so well. I also really like that you explain it nice and slowly :)
meh, I should have known it was too good to be true. Nothing works the way you describe, even using your new tutorial which you so kindly made. Yet, there are just to many menus and sub menus. There is probably some forlorn lost setting I can't find. Sigh. I get so frustrated with this.
Well, I went really really slowly and set it all up and it worked. I'm not sure what I did differently. I think it was something to do with the placement of the marker empty but I am unsure. Perhaps I messed up the alignment on the curve and did not notice. Blender has so many context specific key commands my finger may have jusrtslipped... which happens more often than I would like to admit.
Finally, a system to be replicate and handle like bulding pieces to choose, replace and modified, that is the core of my workflow. Thanks a lot, I have not even search for this, foind this vid from actual resting between works.
This changes literally everything about making hair. I can't wait to give this a go. But just one thing... You very briefly mentioned rigging and said you'd go over it, but then you never did. It'd be great to see how you go about rigging your hair. :)
Going through this now, I'm not getting the same results you are. I got as far as using an empty to control the simple deform, but nothing I do gets the result you're getting. I've gone over the follow-up video, as well, and it didn't help much. Getting frustrated. Time to move on to something else for now.
Hey, yeah, I'm afraid I've not had much time to make content due to situations with my day job due to Covid :( Stuff i planned to make in the summer is still held up. Hoping for work situation to change very soon though.
Took a while to find something exactly what I have been looking for. Thanks, and also nice Ayanami shoot you had done ^^ Liked and subbed. Will definitely check the normals series too!
You need a lot of experience to come up with these kind of methods it is priceless. Thanks for sharing this with people like me. I've learnt so many things I appreciate it. Thank you again for this great lesson, this is a great day for me :) Subbed and liked the video, I hope it helps you for now.
Hi this is fantastic! I figured out the orientation part except the plane doesn't 'snap' to the curve when I add the modifier. I need to move the plane itself over to the head which is fine enough, but it would be nice to edit it over to the side like in the video. Any advice on how to fix this? I'm using 2.9 if that matters
Great tutorial, I could finally made good anime hair before this I tried out everything -Make the hair with curves: it turned out good but the strokes in freestyle were quite messy. -Retopology the hair that was made with curves: hard to do, there were tight areas that was very difficult to retopology with the addon retopoflow, I did it and then applied subsurf but subsurf tends to reduce volume of the mesh and got thinner. (tried to fix it adding displace but was not good) -Make flat hair and then add solidify modifier, add a vertex group and weight paint it to make some areas thicker and thinner (this wasn't so bad, but I still wasn't convinced) -Long form modelling: not the best idea, it's very easy to get a mess (at least to me lol)
Its similar, but not quite the same. VRoid is Curve modeling, but snapped onto a surface around the head. It still has the curve modeling problem of lots of intersections. You could do a layout with it similar to this, but it doesn't join the edges of your strands together.
That video is old, but I did keep using Win7 until way after end of support. I finally had to upgrade only because Blender updated their Python version and it didn't support Win7 anymore :)
At 7:34 , when I use the curve modifier, the plane doesn't snap to curve location. I googled for solution but all I found was this with array modifier. Any help here?
Check the follow up video that goes into more detail on the modifier setup. If you're still having trouble after, feel free to message me. Contact info on the About page.
I am having an issue where when i add the modifier it sets it off to the side and does not go down the curve but more circles the curve and I am not really sure why, any help would be appreciated
That sounds like the axis in the modifier could be the issue. Also, check the follow up video that goes over the modifiers in more detail. If you're still having trouble after that, you can contact me and I'll check your file (see About page for contact info.)
Hey so I have been trying to follow this tutorial but for some reason whenever I set the plane to the curve it just squishes the plane on the x axis, I can get the curve flowing the right way with the right tilt and at goes in the direction I need it to however it just squishes everything on the X axis making it hard to know how wide I should have the strands while editing it flat only to find they are way thinner when attaching them to the curve. Of course once you apply the simple deform it stretches it out again making it look a little more like it should but it still doesn't give the greatest representation of where the strands need to go when laying it flat.
Sounds like an issue in the modifier stack. Check the followup video, and that you don't have any object transforms. If you're still having issues, you can email me your file (email address in channel info)
@@aVersionOfReality yeah made sure to apply all object transforms apart from object origin, set the origin of the curve to be the same as the origin of the plane and the tilt on the curve is correct and has the plane running the right way. Only modifier I have attached is the curve modifier to the plane (not even putting the lattice modifier on it till I work out what is happening). That said I have found a method that does work for me, basically I just place the curve the lattice and the plane in the same location then created a linked duplicate of the plane without the modifiers attached and put it on a separate location of the work space, allows me to edit the duplicate and all changes get applied to the original with the modifiers attached.
While I'm learning a lot from this, I'm curious how I could make the more exaggerated hairstyles (ie. Ryoko or Washu from Tenchi Muyo). I've done them with bezier curves, but as you've stated near the beginning, the problem arises when it comes to joining them at the top of the head. Plus, convert to mesh might make it denser than needed.
Yes, those are a very different sort of shape and need to be approached differently. This method works well for essentially spherical styles, whereas those are more Spike based styles. I have some ideas for how they could be done that also keep clean edges and avoids intersections, but it'd be a different sort of setup than this. I'll be trying to make such a setup at some point. In the mean time, if you need help with a specific project, feel free to send me a message and I'll try to help out (see About page for contact info.)
@@aVersionOfReality I've been watching anime character tutorials by... well, I don't know his full username but it starts with "mmCG." While he did bezier curves for the hair, he did the "under hair" as an extrusion of the scalp, sort of.
Can you do a tutorial on short hair for males. I find there is hardly any tutorials on doing short hair. I've tried using the same principle shown but I'm still struggling.
I hope to do videos on lots of styles. I'm getting into Geometry Nodes now, which will make this all work much better. First will be this style in geo nodes, then long hair, then will get into stuff like short hair, spikes, etc. But its gonna take some time to work through still.
THANK you for this!! It would be amazing to know which keystrokes you were using (to join hair pieces together etc) and a breakdown of the shading specifics!
Glad it helped! There's not a whole lot of hotkeys. I searched for the bridge tool, and the rest is just hotkeys for axis locking movement and scaling, and some edge slide (hit G twice). And i think some merging points with Alt+M. And I probably merged some objects, so that'd be ctrl+J. O enables proportional editing.
i am having trouble with the first part where the plane should curve but it doesn't I'm using the newest blender application I am trying to follow your steps but the first part is where I am stuck because its not doing the same thing as yours
@@aVersionOfReality k thanks its just my plane isn't bending an i think its following the curve but without the bend when I use the curve modifier on the bezier curve thats what happens
I cant get the first part of this tutorial to even work for me. I am trying to use the curve stuff and a plane, and it wont let me use the eye dropper tool...
Ok, just so everyone is aware. The entire community is sleeping on this tutorial. Best hair tutorial I've found.
Please share it around :)
The blender devs really need to see this, I'd love to see a workflow be derived from this, in a much simpler form. So detailed.
I'm hoping to make some tools to help speed it up. Like automatically setting up hooks/curves for each strand while its flat to make it easy to adjust, and then another layer after its wrapped. And stuff to help generate rigging. We'll see what I can make work :)
This a god tier tutorial. You don't find stuff like this often 💎
2023 and this method is still lifechanging. Still a part of my workflow since I first saw it 3 years ago.
I've been working on some more advanced Geonodes versions too. Check my twitter.
I'm FOREVER grateful, Blender should award you something my good sir
Dude I been doing stylized characters for 3 years and this is one of the most USEFUL and LIFE SAVING technique approaching poly modeled hair. I am so glad I found your channel you can have my sub dude thank you so much.
This work flow is criminally underrepresented :0 glad i found this tutorial
As far as im concerned, you are the winner amongst the contenders for "creating the best anime/NPR hair tutorial".
Im really impressed that your goal was not to show something that is seemingly a fast method, but to present something which is intuitive. Awesome job!
Thank you! My goal in all my workflow stages is to have a process that I can do even when I'm tired/having a bad day without getting stuck. That means breaking everything down into lots of small, repeatable steps instead of a few, complex, high skill steps. Also makes it easier to automate and teach!
Speech is very clear, complete, and not cluttered by futile talk.
Exposing the method itself is interesting. Then, sharing not only your method but the fruit of your reflection and trials by explaining clearly the reasons why and how you're doing things makes it all very interesting.
This might be a good tutorials for making anime hair in blender, but I find it also interesting as a good introduction to blender and some technics to use it (I know it's only 1/1000 of blender tools, but you get the idea). This gives methods and opens horizons on how to work with blender for beginners.
Thanks, this is really a great tutorial :)
Thanks! More coming soon :)
Honestly can't believe I haven't found this video sooner. It's a very interesting method. I think It could be adapted to work almost like the way you'd make hair in a program called vroid studio where you basically draw hair on to a net that wraps around the head. then you could have multiple of those nets a different angles to create more spiky shorter or messier hair
It is essentially the same approach yes. And now with Geometry nodes, you can do much more than this or vroid.
Sir, you just saved me from a lot of headaches
I've gotten a lot of questions about the curve and simple deform modifier setup, so here's a new video going into more detail on it: ruclips.net/video/lFDJ8b0TnQw/видео.html
This is a really mind-opening technique, I had no idea the non-destructive editing options available were this powerful
Yes, and they're actually getting way more powerful now with Geometry Nodes. I'm planning to do some more videos on the topic soon using them.
This is the best method to make anime hair I've ever seen, Thank you so much.
I'm feeling so lucky finding this tutorial after my first month of character modelling. before this point, I'm pretty much stuck on the hair modelling. Thanks!
2022 and still the best tutorial I've found on anime hair. Thank you! An updated version for modern blender would be awesome.
There's a lot that we'll be able to do with Geometry Nodes, especially with the new hair system. I'm planning to get into that once I finish my Normals videos. There's some more features coming for GN that will be good to have too.
@@aVersionOfReality Can't wait to see it! I really love this style and it's people like you who make taking it to the next level possible. Keep up the good work, subscribed.
This is genuinely the best anime hair tutorial I have ever seen. Thank you.
Gonna make a geometry nodes version soon. It'll be even better :)
@@aVersionOfReality Thank you. I wasn't fully able to figure out how to do this, but it gave me a really good idea of how to make hair and the workflow involved with it. It's a great tutorial.
So watched it like 2 times and now hope I will able to make something like I want
Feel free to message me if you need help!
this looks similar to what VR Roid's hair editor does for shape adjustment. very neat
Similar, but still different. Vroid uses snapping curves onto a curved surface, but it doesn't handle joining their edges together like this method, so you still generally end up with a lot of clipping. This method is less convenient than vroid, but cleaner.
After grinding myself through many hair tutorials, i found yours to be the most flexible so far. Thx for sharing mate!
Bless your soul. Anime hair has been a nightmare of mine. Good stuff
Omg I FINALLY FOUND THE HAIR TUTORIAL I HAVE BEEN LOOKING FOR. Most of the hair tutorial use beizer curve which is not the one I'm looking for
I discovered your channer because daniel kreuter uses your hair modelling style in his latest tutorial series, very brilliant solution, I'm tired of making hair. Thank you.
This is brilliant! You are brilliant! Ive always gotten stuck on the hair, and therefor used vroid as a crutch, but ive always hated the messy meshes that you mentioned here. Thank you so much for this tutorial!!
This video has helped me greatly with a few personal projects I've been working on, an extra note- the empty used as an origin for the simple deform modifier can be rotated to adjust the angle at which the deformed object converges on other axes. After applying the techniques in this video I used a small rotation on the adjustment empty on the X axis to create clean, flowing geometry for a high ponytail!
I probably won't use this for hair, but you've given a beginner some exciting ideas for how to use modifiers.
Could you describe the method you use for hair~~I am curious about hair modeling as a beginner
@@user-dl4hm9de4d I don't model anime hair, actually. I was thinking I can use a similar technique to that in the video for modeling other non-organic shapes for some monster characters.
This method is sooo complex but I'm new and trying my best! Great video!
Make sure you check out the follow up video about modifiers. And feel free to contact me if you need help (see About page.)
I love the clean layering look on this.
Good tutorial. Struggle point i had was with the tilt on the Bezier Curves. I think that was a key piece of information i needed to fix the deformation and angle for the curve modifier. I did take a look at your linked video in description and once you talked about the tilt that is what made me understand what was going on with my mesh.
Hehe yeah I should have spent more time on the modifier setup part. Oh well. We're gonna rebuild this but better with Geonodes soon :)
Great method. I dont do much 3D modeling but was experimenting with the path method but using just a line (1 segment) and lowering the resolution to 3 (or lower) on both the target path and path. Convert to mesh, THEN subdivision modifier the new mesh to get even topology. It works ok but still a lot of fiddling.
Your method is way better and you still get the added benefit of going in with the knife tool and hand draw the basic shapes without messing around with proportional editing like on some Maya speed modeling videos.
Something I'd like to add; another alternative for UV unwrapping is "Project from view" when view it from num pad 1 angle and backside. (Just select faces you want unwrapped)
That way you dont need to as overly concerned about keeping the UVs while modeling if your doing hand painted textures/ 3D painting textures.
Realization when I'm five minutes in.
HOLY FUCKING SHIT THIS MANS A GENIUS.
Like sand thru the hourglass...
These are the days of our lives..
Hehe.
Awesome tutorial.
omg thankyou this is what ive been looking for for ages
This was a simply spectacular tutorial. One of the best I have ever seen. Great novel technique, and you break it down into pieces and explain it so well. I also really like that you explain it nice and slowly :)
ahhhh, clever going to give this a go
You're a genius. I hope you get more recognition. Here is my one humble up doot.
meh, I should have known it was too good to be true. Nothing works the way you describe, even using your new tutorial which you so kindly made. Yet, there are just to many menus and sub menus. There is probably some forlorn lost setting I can't find. Sigh. I get so frustrated with this.
Well, I went really really slowly and set it all up and it worked. I'm not sure what I did differently. I think it was something to do with the placement of the marker empty but I am unsure. Perhaps I messed up the alignment on the curve and did not notice. Blender has so many context specific key commands my finger may have jusrtslipped... which happens more often than I would like to admit.
I'm working on a low poly game and this is the best hair tutorial i have found. Gonna sub. :D
Finally, a system to be replicate and handle like bulding pieces to choose, replace and modified, that is the core of my workflow. Thanks a lot, I have not even search for this, foind this vid from actual resting between works.
Gonna give this a shot the next time I dive into the madness! Hair is a nightmare, but this looks a lot less nightmarish! :D
Wow, best hair tutorial I've seen. Way to leverage the power of Blender!
what a good tut, i hope i can translate some of the ideas into geo nodes with all the awesome stuff one can do with the nodes.
OMG love you thanks for this. First useful tutorial I've seen about the topic.
This changes literally everything about making hair. I can't wait to give this a go.
But just one thing... You very briefly mentioned rigging and said you'd go over it, but then you never did. It'd be great to see how you go about rigging your hair. :)
Going through this now, I'm not getting the same results you are. I got as far as using an empty to control the simple deform, but nothing I do gets the result you're getting. I've gone over the follow-up video, as well, and it didn't help much. Getting frustrated. Time to move on to something else for now.
@@Ar7ific1al Shoot me a message at any of the links on the About page and I'll help you out.
Hey, yeah, I'm afraid I've not had much time to make content due to situations with my day job due to Covid :( Stuff i planned to make in the summer is still held up. Hoping for work situation to change very soon though.
Took a while to find something exactly what I have been looking for.
Thanks, and also nice Ayanami shoot you had done ^^
Liked and subbed. Will definitely check the normals series too!
i love this method
This needs way more views ! Thanks for the great tutorial !
this one is a gem
thank you so much for the video! im a begginer and this helped me so much!
You need a lot of experience to come up with these kind of methods it is priceless. Thanks for sharing this with people like me. I've learnt so many things I appreciate it. Thank you again for this great lesson, this is a great day for me :) Subbed and liked the video, I hope it helps you for now.
thank you for making this video. this is very helpful for bringing back my motivation
Thank you VERY much!
you're a genius sir
Thank you man i really love this technique alot. I'm stuck on setting the origins correctly but dang man this is blastin
Another useful tutorial is always welcome. Thank you.
This Tutorial help me a lot !!!! I am happy to share it around!!!!Thank you very much!!!!!!
Thank you.
Thank you with all my heart, I love your work
Hi this is fantastic! I figured out the orientation part except the plane doesn't 'snap' to the curve when I add the modifier. I need to move the plane itself over to the head which is fine enough, but it would be nice to edit it over to the side like in the video.
Any advice on how to fix this? I'm using 2.9 if that matters
Great tutorial, I could finally made good anime hair
before this I tried out everything
-Make the hair with curves: it turned out good but the strokes in freestyle were quite messy.
-Retopology the hair that was made with curves: hard to do, there were tight areas that was very difficult to retopology with the addon retopoflow, I did it and then applied subsurf but subsurf tends to reduce volume of the mesh and got thinner. (tried to fix it adding displace but was not good)
-Make flat hair and then add solidify modifier, add a vertex group and weight paint it to make some areas thicker and thinner (this wasn't so bad, but I still wasn't convinced)
-Long form modelling: not the best idea, it's very easy to get a mess (at least to me lol)
Haha yep that's how it goes! Wait till we do this all in Geometry Nodes ;)
Whoa, this tutorial is awesome dude! You saved my life!
This is technically the VRoid method visually, I will have to try it.
Its similar, but not quite the same. VRoid is Curve modeling, but snapped onto a surface around the head. It still has the curve modeling problem of lots of intersections. You could do a layout with it similar to this, but it doesn't join the edges of your strands together.
your video helps me a lot and I hope you keep share tips about modeling on blender.
That is absolutely amazing. I wish I saw this sooner
windows 7 in 2020 whoa holy moly; blast from the past.
Thanks for the tutorial, like and sub
I didn't upgrade till 2021 XD And only because I had to for Python.
Holy crap it's like VRoid in Blender.
Dude's using windows 7, instant sub
That video is old, but I did keep using Win7 until way after end of support. I finally had to upgrade only because Blender updated their Python version and it didn't support Win7 anymore :)
this is the real deal omg
Really interesting and great technique! i will definitely try this out, thanks a lot for sharing!
You made my life easier. Thanks
Thanks for the video! It is very helpful and inspiring.
an exceptional learning experience!
This is a pretty big brain maneuver
More like big cogitator. Praise the omnissiah!
Absolute legend!
man that looks so good. im having trouble getting it to look like yours though
If you need help, you can message me on social media or email me (see about page.)
Wow! Well... thank you i guess, it's very good tutorial and idea.
super!
my plane isn't mapping to the curve modifier :(
Check out the followup video in the description for more info on the modifier setup.
excellent
Straight up A+ tier sleeper account.
Great! Breakthrough idea! !
mate this is amazing
everytime he says "lattice" i feel a little tingle
You are a genius.
Thanks! That helped me a lot.
Thanks you.
Why I can't get lattice to be right position.can you explain to me with about this method. it really complicated.
Check the followup video about that.
you do sound exactly like the sekiro guru
At 7:34 , when I use the curve modifier, the plane doesn't snap to curve location. I googled for solution but all I found was this with array modifier. Any help here?
Check the follow up video. If that doesn't help, send me your file and I'll let you know what the issue is. Email is on the About page :)
When i use the curve modifier, the object is doesn't go along the bezier curve path, it stays "floating"
Check the follow up video that goes into more detail on the modifier setup. If you're still having trouble after, feel free to message me. Contact info on the About page.
thank you!
I am having an issue where when i add the modifier it sets it off to the side and does not go down the curve but more circles the curve and I am not really sure why, any help would be appreciated
That sounds like the axis in the modifier could be the issue. Also, check the follow up video that goes over the modifiers in more detail. If you're still having trouble after that, you can contact me and I'll check your file (see About page for contact info.)
kinda sad that I never got UV squaresto work on my setup, this tutorial is amazing
You can also try TexTools. It has the Rectify command which does the same thing.
Hey so I have been trying to follow this tutorial but for some reason whenever I set the plane to the curve it just squishes the plane on the x axis, I can get the curve flowing the right way with the right tilt and at goes in the direction I need it to however it just squishes everything on the X axis making it hard to know how wide I should have the strands while editing it flat only to find they are way thinner when attaching them to the curve.
Of course once you apply the simple deform it stretches it out again making it look a little more like it should but it still doesn't give the greatest representation of where the strands need to go when laying it flat.
Sounds like an issue in the modifier stack. Check the followup video, and that you don't have any object transforms. If you're still having issues, you can email me your file (email address in channel info)
@@aVersionOfReality yeah made sure to apply all object transforms apart from object origin, set the origin of the curve to be the same as the origin of the plane and the tilt on the curve is correct and has the plane running the right way. Only modifier I have attached is the curve modifier to the plane (not even putting the lattice modifier on it till I work out what is happening).
That said I have found a method that does work for me, basically I just place the curve the lattice and the plane in the same location then created a linked duplicate of the plane without the modifiers attached and put it on a separate location of the work space, allows me to edit the duplicate and all changes get applied to the original with the modifiers attached.
This is great, thanks!
While I'm learning a lot from this, I'm curious how I could make the more exaggerated hairstyles (ie. Ryoko or Washu from Tenchi Muyo). I've done them with bezier curves, but as you've stated near the beginning, the problem arises when it comes to joining them at the top of the head. Plus, convert to mesh might make it denser than needed.
Yes, those are a very different sort of shape and need to be approached differently. This method works well for essentially spherical styles, whereas those are more Spike based styles. I have some ideas for how they could be done that also keep clean edges and avoids intersections, but it'd be a different sort of setup than this. I'll be trying to make such a setup at some point. In the mean time, if you need help with a specific project, feel free to send me a message and I'll try to help out (see About page for contact info.)
@@aVersionOfReality I've been watching anime character tutorials by... well, I don't know his full username but it starts with "mmCG." While he did bezier curves for the hair, he did the "under hair" as an extrusion of the scalp, sort of.
@@RealNekoGamer You could try a sheet of spikes on a plane, and then curve them onto the top of the head. That'll work for short styles at least.
Can you do a tutorial on short hair for males. I find there is hardly any tutorials on doing short hair. I've tried using the same principle shown but I'm still struggling.
I hope to do videos on lots of styles. I'm getting into Geometry Nodes now, which will make this all work much better. First will be this style in geo nodes, then long hair, then will get into stuff like short hair, spikes, etc. But its gonna take some time to work through still.
THANK you for this!!
It would be amazing to know which keystrokes you were using (to join hair pieces together etc) and a breakdown of the shading specifics!
Glad it helped! There's not a whole lot of hotkeys. I searched for the bridge tool, and the rest is just hotkeys for axis locking movement and scaling, and some edge slide (hit G twice). And i think some merging points with Alt+M. And I probably merged some objects, so that'd be ctrl+J. O enables proportional editing.
i am having trouble with the first part where the plane should curve but it doesn't I'm using the newest blender application I am trying to follow your steps but the first part is where I am stuck because its not doing the same thing as yours
Check out the follow up video. If you're still having trouble after, send me your file and I'll help (contact info on About page.)
@@aVersionOfReality k thanks its just my plane isn't bending an i think its following the curve but without the bend when I use the curve modifier on the bezier curve thats what happens
I cant get the first part of this tutorial to even work for me. I am trying to use the curve stuff and a plane, and it wont let me use the eye dropper tool...