ZBrushCentral

Hair Trouble

Is there any tutorial on modeling hairs on head of a 3d model.

There is one for creating it as an illustration. I dont want that.

I want to model it as a 3d model, with the minute lines, I ahve tried using high focul shift but isnt helping especially for a model over 2 million and I dont wanan use bumb maps.

I have 1.5 gb ram though, even after hiding rest of body I am still getting blobs

Any one can help ?

[hairs.jpg](javascript:zb_insimg(‘42262’,‘hairs.jpg’,1,0))

hey people anyone listening ? helloo…

Something along those lines?:
hairtest.jpg
Less than 25000 Poly’s and took only 5 minutes to make (Ok… it also looks like that…lol)
If you like I detail how to make that kind of ‘hair/fur’. Someone made a great head with that simple technique. Unfortunately my short term memory made me forget who it has… Argggggghhhhh.
Lemo

Hair in Zbrush was always something that could be sculpted but never anything like like the long thin animatable hair you see created in maya, 3ds max, or lightwave
Thin hair can be created in Zbrush but its more like a 2d illustrated effect I believe.

I would like to know if I’m wrong about this. :frowning:

Lemo

Without the details what will I do with this pic?

I need to learn how you did this ?

Please help me out, refer any tutorials also if there.

THis is Aurick’s head for the Zcomic( according to my visualization) and if I present that hair he will never help me out in life, for sure :slight_smile:

So save me.

Ok… here we go:
23MB .mov file in the 20MB rar archive
www.onesmall.com/stuff/pixolhair.rar
Let me know if it works.
Lemo

Lemo

I felt priviliged the way you created this tutorial for me :wink: :smiley: :smiley: :smiley: :smiley:

Thank you

But my problem is still unsolved, I mentioned above I am using a zsphere model, which I will be reposing in zbrush only, so the geometry division just wont work. I still dont know rigging in other softwares

Though this has given me an Idea, I can try masking and then extruding the hairs, but that wont be as thin as yours. Well I can try though

What I would like to know is there a way to use brushes to carve out some thin hair ?( no problem if they are not movable), I just want them look thin and crisp, at the end whole thing will be illustration only in the comic.

maybe I need more polygons inorder to carve out thin lines.

You know that most of the hair is being made using Photoshop… But I can see that painting avery picture in your comic will be a massive workload in addition.
I’ll try and see if I can find something with the ZSpheres…
And I am sure you are on a good path with the masking idea… Why not ‘painting’ a wave like alpha and try to use that to displace the ‘hair’… Just some thought. I remember that someone made nice looking ‘helmet hair’ with that technique. In the end I can see that you have to model it… But go, experiment for a unique look. I am sure you will find a great solution!
Good Luck, and have fun!
Lemo

PS: Tried it… Yes, the method does not work well when you stick with the Z-Spheres. BUT if you press ‘delete hidden’ when you create the hair the first time and store the resulting ‘hair piece’ as a tool, like a wig. Then you could use that later again and again on the Z-Sphere posed model as long as you do not distort the head to much. MArkers could be used to help positioning the ‘wig’ in relation to the main mesh. This is just a thought. I have not tried it. C

Thanks Lemo

Alpha is a good idea, I think painting bump maps will be a better idea than direct displacement in Pm which sometimes go irreversible and with bump maps I will be able to use stencil as well…

Will take time but no choice left.

Regards

Sunny