Exactly, the whole process worked for me until that magic moment when he clicks on the hair shader and the polygons disappear and you have game ready hair. I clicked on the hair shader and got nothing.
UVs are automatically set on the rectangular polystrips. You can then lay them out in the UV Editor (function Layout) or assign individual/random shaders. For the random shader workflow watch my video about the „Randomizer“ script. ruclips.net/video/56leZj0a7-A/видео.html
HI, thank you for this nice tutorial! I'm looking to create animated grass, with xgen, I was wondering I would be able to animate the cards and apply different shaders to different cards?
Hi, you can do that with cards. To apply different shaders maybe have a look at my script Randomizer. At 3:53 I describe how to apply shaders to a random selection. ruclips.net/video/56leZj0a7-A/видео.html
A simple shader would be just some vertical strokes (hair) that define the transparency. A more complex shader would also be a bump map and a specular map to make the hair look more real. The hair cards do already have UV coordinates.
@@mohammadrazakhan3852 Well, you could paint such a texture (even in Maya with PaintFX), but there are ways for the lazy among us: www.google.com/search?q=hair+texture+map
The UVs on the poly strips are easy. Every strip covers the whole range in U and V. No secrets here. You can open the UV Editor and move one strip around and then see the layout.
Why on Earth, does this otherwise perfect tutorial leave out the most important part? Roland built his own hair shader based on UVs and then drops that on his polygons. The full payoff of this video is that moment and he doesn't even mention what's going on there. Its also frustrating that he talks about cutting his splines and twisting them, but never makes a note that those are just things you can do, while the align to faces is a requirement. Your hair won't work without doing that.
And once you realize this, you begin to see how this whole tutorial is misleading. He cherry picked an ULTRA EASY example, where the hair are all just straight lines (with a slight curve), so that all his faces lined up and his UV mapping was trivial. This process is NOT AT ALL like he suggests even without worrying about the important parts he skilled. And why he would name his shader something to suggest that this process is automatic is beyond me. I'm rather displeased with this. Your results will not come out like this...period.
Thanks for that,.....Alrighty then can the textures generated from the xgen shader be transferred directly to the uv map of the polystrip, that is the uv map of the polystrips, be like a representation of the xgen hair outlook or the polystrips have to be textured separately
The shader and texture for the polystrips is a separate thing, XGen will not create a shader/texture. Actually it would be cool. Make a proposal in "Ideas for Maya": mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum
The UVs on the poly strips are easy. Every strip covers the whole range in U and V. No secrets here. You can open the UV Editor and move one strip around and then see the layout.
I am very curious on how you created the hair shader. Do you have any video or talk about that part?
Exactly, the whole process worked for me until that magic moment when he clicks on the hair shader and the polygons disappear and you have game ready hair. I clicked on the hair shader and got nothing.
good tutorial. thanks.
i have same question, how u to manage the uv after convert em? thanks for advice
UVs are automatically set on the rectangular polystrips.
You can then lay them out in the UV Editor (function Layout) or assign individual/random shaders.
For the random shader workflow watch my video about the „Randomizer“ script. ruclips.net/video/56leZj0a7-A/видео.html
Sounds like the Terminator is giving a tutorial on X-gen
Chris G have you seen my Arnold Tutorials?
ruclips.net/video/p4Ms3J9YWoA/видео.html 😁
HI, thank you for this nice tutorial! I'm looking to create animated grass, with xgen, I was wondering I would be able to animate the cards and apply different shaders to different cards?
Hi, you can do that with cards.
To apply different shaders maybe have a look at my script Randomizer.
At 3:53 I describe how to apply shaders to a random selection.
ruclips.net/video/56leZj0a7-A/видео.html
@@RolandReyer Thank you so much!
very nice workflow, is there technique only for grooming menu ?
This was just what I needed
It's exactly what I was looking for!
How did you make that hair shader ?
A simple shader would be just some vertical strokes (hair) that define the transparency. A more complex shader would also be a bump map and a specular map to make the hair look more real.
The hair cards do already have UV coordinates.
@@RolandReyer so do we have to paint a texture map for that shader ?
@@mohammadrazakhan3852 Well, you could paint such a texture (even in Maya with PaintFX), but there are ways for the lazy among us: www.google.com/search?q=hair+texture+map
@@RolandReyer thanks
Great tutorial, Pls explain about UV map creation process
The UVs on the poly strips are easy. Every strip covers the whole range in U and V. No secrets here. You can open the UV Editor and move one strip around and then see the layout.
Why didn't you have to UV map the polygons for the hair texture to show up? Is the hair shader procedural?
that great bro but i want to know how make polygon moves with the body it is separated from the body in animation
Just parent them to the head or flood with head bone weight
where does the hair shader come from?
nvm, gonna make one myself with mudbox, ,thanks for the tutrial
Hi Jennifer, exactly!
great tutorial. Btw i cant convert to polygon mesh. Need u help for that. thank you so much.
Great video, thanks!
my linear wire modifier is putting wires over the entire mesh
Why on Earth, does this otherwise perfect tutorial leave out the most important part? Roland built his own hair shader based on UVs and then drops that on his polygons. The full payoff of this video is that moment and he doesn't even mention what's going on there. Its also frustrating that he talks about cutting his splines and twisting them, but never makes a note that those are just things you can do, while the align to faces is a requirement. Your hair won't work without doing that.
And once you realize this, you begin to see how this whole tutorial is misleading. He cherry picked an ULTRA EASY example, where the hair are all just straight lines (with a slight curve), so that all his faces lined up and his UV mapping was trivial. This process is NOT AT ALL like he suggests even without worrying about the important parts he skilled. And why he would name his shader something to suggest that this process is automatic is beyond me. I'm rather displeased with this. Your results will not come out like this...period.
k, don't watch this video at 2x speed. 😟
Can groomable splines, that is the ones without guides be converted to polygons
Joe Sidious : Hi, the shown workflow is for „Interactive Grooming“ hair, with or without guides.
Thanks for that,.....Alrighty then can the textures generated from the xgen shader be transferred directly to the uv map of the polystrip, that is the uv map of the polystrips, be like a representation of the xgen hair outlook or the polystrips have to be textured separately
The shader and texture for the polystrips is a separate thing, XGen will not create a shader/texture.
Actually it would be cool.
Make a proposal in "Ideas for Maya": mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum
Thank you very much! It really helps :)
Thanks,great tutorial.
Is this way only works for xgen interactive groom?I wonder if the traditional xgen could convert to polygon strip this easyly?
I have been using the traditional xgen workflow to create polygon strips :) Works fine.
You must be an austrian :D
Thank you.
Pls tell me where the shader come from? a link for tuts pls!
You sounds like Arnold Schwarzenegger. Rendering with Arnold tutorial please.
those negative rating, surely voted down this vide, because the uv part is missing...
what i can totaly understand xD
The UVs on the poly strips are easy. Every strip covers the whole range in U and V. No secrets here. You can open the UV Editor and move one strip around and then see the layout.
@@RolandReyer i know, i just assume that those others did not know that fact :)
But thanks alot for your reply
Get to the choppa