Creating Custom Hair for Character Creator 3 using Blender

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I welcome to this tutorial I'm actually going to show you today how to create hair for custom characters in character creator 3 as you notice probably going through some of the hair options there's really not a lot of variety and for the ones that you can't download or purchase they're still for like a younger crowd so if you want to make you know and elderly someone older different hair styles this will show you how to be able to do that and import that back into a character creator to use it so in order to get started what we're going to need to do is have your character load it into the scene I'm going to change my character and just do a base character creator 3 male then once that loads in you can leave it as is you can you know delete all those stuff on it doesn't really matter but all we're gonna need basically is his head really so we're gonna go to file export obj just do the nude character in T pose and then it's default to full body just do body so I'm going to export that I'm going to overwrite the one I did previous for an example once that's exported we're going to come over to blender just load a default new and then delete your cube and we're going to import our obj I'm going to import our export that we just did from character creator so this comes in very large and keep it at this scale because this is the appropriate scale I'm just going to change my orthographic and then we're going to go into edit mode hit three from the side Z to wireframe mode and unselect everything with a get a change to face select mode and we're going to start by selecting where we want the hair to be at I'm going to try to do an elderly gentleman style with what we have here and you can do whatever you want it will just vary based on you know style so we're going to select kind of where sideburns are going to be and around the ear you don't need to get too close to the ear so it doesn't clip through once you add your particle effects I'm going to come down here and we're going to edit some of these faces actually I'm going to remove those and then I'm going to cut from here to here here here and I'm going to cut behind the ear just to kind of round that off make it a little more natural and then we're going to go to the other side do the same thing then select those faces and then now we're going to duplicate that so shift D you'll notice you'll get a duplicate just right-click to let it go back to where it was P we're going to separate by selection so now it's its own object you can tap out of object mode make sure you have just the body selected I'm gonna hit move we're gonna put that on a different layer I'm again to move and put that out a different layer so now we have just it's a hairline where we want here to grow on our first layer so I'm gonna do an elderly person and I only want his hair to grow in a certain area so what I'm gonna do go into edit mode select everything and then I'm gonna unselect maybe where he has like balding you know kind of like that typical right down the middle right so unselect that yeah that looks fine and then I'm going to come into your data type I'm going to create a vertex group and just call this hair I'm going to assign that so if I deselect everything and hit select done here it's going to have just these faces once that set I'm going to go into our particles going to make a new particle change the type to hair so if we edit out go out a tab go to edit mode here we can see the hair on all the surfaces but it's still right don't want it to be come down to field weights I'm sorry vertex groups and we're gonna choose our hair vertex group and now we see right in the middle where there's no hair and that's what we want so it looks like there's still a little bit growing around an edge there so I'm going to go back into our vertex group just remove that unselect a little more of this recreate that group and assign so now when you come back into our particles go and reapply your vertex group so that looks a little better so I'm gonna want him to have a comb-over so I'm gonna give him like hair lengths of eight about 2,000 count and then we're also going to come down to children and apply interpolated children which is gonna look very sick so I'm gonna do just the basics here and I will leave it up to you to fine-tune and edit and brush and do all the stuff that you want to do for your hairstyle and I'll show you some pros and cons to just kind of leave it in and not doing too much with it but I'm going to do a little bit here so I'm gonna go into my particle edit I'm going to cut kind of where he doesn't have a hair kind of cut that away so it doesn't have to be terribly perfect but you can waste a lot of time doing this but you know I'm just gonna get just the basics here and that should be good for his comb-over so if we go back to object mode we'll see this is kind of what we got here so not too bad because once we start brushing this combing it it'll look a lot better so they go from the front I'm going to start combing this over you know calm that down comb that down come from the top here get that going over there it's colic down here okay so that's not too bad just kind of leave it at that they're a little little messy all right so in object mode that's kind of kind of what I look at like more or less so that's that's not too bad so we're going to roll that so the next step is to go over into your modifiers tab and we're going to convert this hair no an actual mesh once that's converted we can hit m to move it we'll put that on a new layer and you can see our original is still there so if you want to go back into actually editing this you can there's a lot of nice things that you can do give it some curl you know add certain hair dynamics there's a lot of different things you could do to make it look more realistic but we're not going to do that in this tutorial so now going back to the hair that we turned into a mesh we're going to add a new modifier because we need to have each one of these single strands as a face otherwise it's not going to export appropriately and character creator will not see it so we're going to add a modifier and we're going to do a screw so this does an instant 360 degree rotation we need to change that down to one so now it's looking a little little better a little more solid and if you look our vertices are at one point six million which is way too high so when you put that steps down to one and most of these I've always done the vertices wind up around 300,000 that's with a you know 2000 count let's see where is it it let's go back here so mm counting mission number and doing interpolated children with display of 10 render doesn't matter if you want more children you can put this up to 20 you can see it gets thicker so I'll give you an example if I take this now we don't convert that we'll move that to a new layer let's come down here and look at that and we'll apply screw to this one put that down to 1 and then this one's at 3.4 million even though if we put this down to one which default is two it's double the amount of vertices so you know you can just mess with it and see what works best for you I'm gonna stick with this one you know thinning you should be able to see the scalp through a lot of it which is fine so this is a point where you want to save it I'm just gonna do save as and we'll just do an untitled here because this next part could lock up blender or make it crash and you don't literally want to have to restart so in order to get textures on this now we're going to have to unwrap this so in order to unwrap it we have to make sure your screw mount of fire is applied once your screw amount of fire is applied what we're going to do is hit ctrl a and that's going to want to apply the rotation and scale because it has new faces and vertices that it did not recognize before so once that's applied you're going to go into tab make sure everything is highlighted and then we're going to do you and then UV smart UV project set the angle limit to 75 uncheck stretch tqv bounce this is gonna take a little while and this is why we saved it because it's gonna act like it's not responding and it's gonna take anywhere from 15 minutes to 30 minutes on average mine has been taken 15 minutes but it just depends on the complexity of your mesh and the system you're running it on so I'm gonna go ahead and start this and let it unwrap and then I'll be back as soon as it's done okay we're back and it's done unwrapping so let's go ahead and take a look at it I usually use compositing but you can use your UV editor if you'd like so we'll take a look here and looks like everything is unwrapped is kind of as good as it's gonna get you're gonna have some that are like twisted but that's okay so in order to apply a texture just kind of see how it's going to look you can go over and I'm going to change mine into cycles create a new texture I'm gonna choose an image I have previously downloaded a hair image so this one kind of just a gray black and white look and we can go into object mode and there's little variation can't really see any strands of hair but you know we can go into the UV edit select everything after everything's selected we can find our texture you can see it's really small so that's why it looks like that so let's scale this out once it's scaled out we can go back into default get out of Tab mode we can take a look here so that looks a little better kind of see some variation there and the hairstyle but once we get something that you kind of like now comes exporting it and getting it into iclone so we're gonna do is make sure we have just this selected because remember we have a lot of other things in our scene explore obj I'm gonna choose the hair I previously exported and make sure you select selection only and we're going to export that once that's done exporting we're gonna go back to character creator here and we're going to create accessory we're going to choose our hair model that we made so I should take that just a second to import and we're gonna have to do a few adjustments to it but overall we can kind of see based on the angle of the camera you can kind of see through and that's things I'm trying to still figure out why it does that but now in order to move it you notice if you hit W ear are you can't do anything well that's because we have to change its type so we're going to go over to modify transfer skin weights I'm going to choose hair and apply that okay close that out and then now we can be now we can grab and move that to fit how it should honest head and it might need to be scaled a little bit but overall it's not too bad so and then to get our texture in there we can just go over to the materials tab I like to use PBR you can use traditional if you'd like base color I'm gonna choose my hair texture so now you can kind of see you know as you rotate certain areas look better than the others so might want to do two low poly layers there's a few things that you could probably try to do to get to look appropriate so it doesn't you know come through and see the scalp but obviously in the back this is all you know boxy but we just did a quick quick model here but so that overall is how to get custom hair into character crater three and you can make whatever you would like and import that just remember try to keep the Polly's as low as possible diversities otherwise you'll notice a big difference in response time so hopefully that helps if you have any suggestions or ideas to help improve i'm always looking to improve my methods and to get better quality objects into character creator well I appreciate you watching thank you
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Channel: Mitchell Wierenga
Views: 18,007
Rating: undefined out of 5
Keywords: Blender, Reallusion, Character Creator 3, CC3, Hair, Modeling, 3D, Character, Creator, Character Creator, CC
Id: dDgAnTMVXLA
Channel Id: undefined
Length: 18min 55sec (1135 seconds)
Published: Thu Aug 15 2019
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