Grooming a beautiful curly hair in Blender (Luwizart)

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hello and welcome to this video brought to you by the louis art my name is manuel carfo i hope you guys are doing well and having a wonderful weekend oh had a wonderful weekend right now it's 6 00 p.m here in the philippines in this tutorial i will be showing you how to create a coily hairstyle inside blender i'm a web blender has the king types or in other words modifiers that you could add to your hair guides to generate call coily hairstyle i find this very tricky to navigate because most of the result tends to be very uniform and you don't really get very detailed coily hairstyle so i basically went on a research to find better techniques to make this work and i'll be sharing with you i'll be sharing that with you guys today uh i already have the scene prepared we have this nice model which i got from zbrush and i've gone ahead to i've gone ahead to kind of create this quick eyebrows which i will be sharing guys this technique in the next video uh it's quite awesome because you'll actually be drawing the hair yourself and you'll be kind of seen a snippet of the kind of practice i'll be doing today okay so let's go ahead and get started it's not going to be a very long tutorial so that's why i'm taking my time introducing it um okay so before we get started there are a couple of things that i need you to have um maybe just one um and that is called the hair net add-on so if you're not familiar with the hair net add-on it's basically an add-on that adds more functional functionality to blender grooming tools and it's a free add-on so the link will be in the description where you can find it while you're in the description you can check out the other links for um some plugins which i've printed and you can see if it's for you okay so this hadn't add on like i said it's it's kind of increases the power blender grooming tool basically allows you allowing you to generate hair from plain and from curves and that's what we're using for this tutorial okay so uh let's get started uh okay so to get started you want to go ahead and add a curve object so add a curve object um now we can go into the edit mode and selecting everything will delete it now by default you should have this here but you want to switch to the scarf draw tool so it's basically like this you can go ahead and draw your curves okay so we'll just go to the top view and just try to draw some chords draw some coily shapes so you can just have fun with this you want to make them look as different as possible okay just make them look cool so we want to have lots of variations so this up is basically going to be instance of the coily hair at least the base of the coily hair because we can still add more modification that can increase the complexity okay so once you're at this stage um you're on the right track so i i suspect even if you beginner you can get to this point so now we can go to the curve tool um where's that i'm looking for select so we want to go to select and tell it to select the first so it's just going to go ahead and select the first cuff and now we'll come to this proportional edit enable it and want to check on connected only okay so once you've done that you can go to the front view and just pull this and slowly scroll your mouse wheel so you can start pulling all of them up so now you can even go further just adjust them individually if you want to have more coily right at the tip if you want to have it more coil at the tip you can do this just bring them squish them together at the top i'll bring this down slightly okay so just have fun with it so once you're at the stage um now we can go into the edit curve edit mode select this hit p to separate um if you select this by hitting l to select the island and separate all of them okay so now we want to go outside and do ctrl a apply the rotation and scale so make sure you have the right object selected okay so one more thing before we go we move forward so right now if i rotate this model or if i try to instance or discover what you will get is that it will start generating the curve right from the center so we want it to start generating it from the tip here so to do that is you have to tell blend um tell blender that by making the pivot point or the origin points to be right here so quick way to do that is going to edit mode select this point uh you can do shift s cursor to selected and when you come out you can go to object set origin to 3d cursor okay so we'll repeat the same thing i have that saved in my quick feel right so i can just quickly access everything so we just want the pivot point to be right at the right position okay so now we can select all these objects and move them into a new collection so i'll call this collection curves and then hit okay so we have this here so you could create a collection by clicking new here or you could just press the shortcut m to create a new collection okay so we're almost done now um the next step is to kind of paint where we want the um coils to be generated from so selecting your object go to wait page mode come here and you can delete this and click on create a new vertex group you can call this whatever you want but i'm just going to leave that as it is so i'm going to go into edit mode okay and switch to wireframe and switch my brush to select lasso and i can just quickly select some points and hit assign so if we go into weight paint mode we can see it's selected so a cool operation that you can get using when weight painting is a smooth operation so you can just click on smooth and it's basically going to blur out the edges okay awesome what gets in there so now i will select this object and go into particle mode and click on here set this to head i will go to the vertex group and select the group which we just created i'm going to reduce the length helen to one and why i want it i'm going to switch back to strand okay so what once you are this position you want to go to render setting switches to object um just to test out the system first we're just going to select one here let's tell it to use the object rotation so uh basically if it's using the object rotation the rotation of the object can affect the kind of instance which will affect the instances so um what you want to do now is select all of this rotate it y 90 degrees so basically it's going to start facing forward as you can see here so the next part stage is to just kind of get the right scaling um basically what you're aiming for is to match the scale of this particular guide here okay so we can see they're not matching at all so um depending on the style which you're going for if you want a fuller hair you probably want a longer hair length um i'm not going for something very long um or kind of grown out a lot so let's increase this slightly and reduce this number to like 200. um let's see it's 100. go back to particle we probably need to release the lens out 2.2 so that's 0.4 i mean we could just quickly check here okay so i like this length and object so i can just scale this too much okay so we're almost done now so i'm just going to switch this collection and select the curve collection which we created so we can see we have the the hair colors coils and we have different variations so you could pick randomly just to get some variety and just have fun with it so for the we will also use the children particle to kind of fill out some spot so you could use interpolator that helps you fill out a more spot so you can use um simple if you want to maintain the original form of the curves which you created so i've got five um it's good but let's see three because you want to make sure that the the cups you're going to generate here are not extremely dense because if it's dense it's just going to take longer to generate the real high particle from the scarf so um point about display amount 3 works for me and we can go from there so now we like what we see um you could still go in if you want to kind of have a particular grooming style or you want to you want a particular direction you could do that so i'm just going to enable this you could do that by actually going in and grooming this the hair so you don't need to worry about the styling it's going to be done automatically for you so you can just guide it okay so you can see it's influencing the shape we'll still be able to influence the shape even more later after we do the final step so just a rough shape so let's say you want a nice long coily hair coming down here so what you can do is add the select the add brush from here um if you click here and do show header so we'll do that again so you just right click here header or hide header so now we have the header i'm going to set the add count to one and you can access all these parameters right here in the two settings oh i10 i'm not sure so you can access them here as you can see so you can just add one hair strand so we need to turn out the symmetry so you can just add one hair strand there and just draw so let's make it long so what's happening here is because the weight bent is not there so we need to put it somewhere that has like nice white paint so increase the length you can see we have like a haircut coming here coming down here so this is one way you could just quickly start controlling this so like i mentioned you can see have more ways to control it so um once you have this looking as you want you can go here and apply instance so before you click anywhere you want to move all this instance to a new collection so selecting have it still having all of this selected you want to press m move to new collection um we can just leave it as any name okay so we want to hide that and we want to also hide this okay so now what i want to do is just join all this curves into one mesh by pressing ctrl j so you might have this weird thing here just delete it okay so we are almost there now we are going to switch to geometry node panel so if you don't have this you can click on plus um general and you should see geometry node so you just click on that and you have this window so i'm not really familiar with geometry node as i should which i'm kind of working on currently uh but i there's a particular tool which we need from this to work well with the nh add-on okay so let's first convert this into a curve and the node we are trying to use for this geometry node setup is called the curve resample node so i'm going to select the cover sample node so as you can see we can increase the resolution of each curve individually um importantly what we need this for is to make sure that every single strand of curve if i could call if i could say that has the same amount of vertices because that's the only way it can work with hairnet so depending on the detail levels which you want to leave in you could reduce this number or depending on the processing power of your computer um it could influence this number so really um to be safe i usually go to something around 12 to 5 00 to 15 so let's say 14. um we could still retain those nice shapes but when we're not having it very dense you know maybe might go up to 16 for this to really get more let's see okay 16 is a good point okay so once you have it there you can now go to object convert mesh okay so it's important to save your file um the next step would might take longer depending on your machine and the amount of hair or the density of everything so that's why you want to try to keep things as optimized as possible okay so now we'll have this curve here and everything is prepared now we want to generate the particle hair from this so if you're not familiar with hernett's a pretty straightforward add-on uh one thing it has some rules which you need to respect like me just using the resample note to make sure every single curve have the same amount of particles so this resampling node makes a lot of things possible which the headlights are done now um so another rule is if you want to use the sheet you want to make sure you kind of establish some scenes to kind of seams so kind of make it uh recognize um recognize it recognize the line it's going to use for generating the hair so if you want to see more behind us adam i have lots of video in this channel so you could just check or you could request something specific that you want to see and i'll try to make that for you okay so we want to generate um the curve here now so you you don't need to know a lot um it's quite straightforward so we'll click on emit half himself basically it's going to emit the head particles from this object here so it's not going to attach it to this character so once you have that and you have everything set you can just save your file and click on file fiber mesh so you give it some time um depending on the density it could take 10 minutes it could take 20 minutes but the end result is rewarded okay so i did everything right and it just took a couple of seconds okay um so once you have this nice mess um you should know it worked so we want to select this and go to the viewport and just incr increase the strength step you can start seeing the calves there you could increase it if your machine could handle it um to see more thing you can increase the number of stream particles to 50 to see more coiliness okay um you could play with the radius 0.05 should tighten everything so you can really start seeing the curves um which you want and like i said you could still play with this you could still add more cool stuff so if we increase the stress step in the particular edit and switch to comb brush and make sure you go ahead and if you go to option you want to make sure you have the strand length and the strand um roots checked if you need to especially the strand length because if you don't have it you could change the lens unintentionally so i'm going to uncheck this roots position so i can be able to move this anyhow i like now this will allow me to just go in and modify the shapes into something i actually want so you could at this point paint more systems uh more hair strand and style specifically to match your needs so depending on the concept which you have or a direction you can go in and really have full control over most things here and the cool thing is that on top of all of this you can still apply some more coils to like more individual strands to create a lot of more complexity okay uh so now let's create this complexity so it's important to have enough subdivisions aka the strand steps uh you could play with some clamping kind of have more take rain in certain areas and you can adjust this something like this work fine um you can play with twists if you want to have cool effect um which you have to increase the twist of course so if we set this to [Music] okay this number is crazy so i'm going to set this to 30. so if we set the twist to like 0.3 and we can start having some more randomization we could like i said add more coils so we reduce the altitude to 0.02 i'm going to increase the frequency to like five just to have more nice um break up so for stuff like this that is petrolene we probably or definitely don't want it so we could go into the sculpt mode and grab our comb brush and just move this in once and it's no longer a problem okay so this is how cool stuff you could do maybe we want this here so good luck trying to create this sweet blender's default hair particles um okay so i i love this look um we could add more cool stuff to it too so we can add more roughness especially like flame flaring hair so let's set this to like randomness of 7 or 5.7 and we'll set the threshold to 0.8 our point it is quite low so that's 2.6 just to have like some randomness um maybe seven is lost i'll set one so it's quite obvious so all this cool hair here and yeah there's something you get from the randomness cool so now we can try to preview the hair um like it's going to look in final setting at least the shape and the thickness of the hair basically um to do that for some reason this setting is not here in cycles but you can find it in eevee um basically it's switching from strand to step to actually see how it's going to look in the final render so once you do that in ev you can come back in cycles and have it fun have a good night's go with it i actually have a setting for that well basically you can right click and do create shortcut and save the user preference later um i just press f8 and have it pop up okay so um now we can just go in and adjust the thickness and everything so to find that is it's located here in the hair shape if you set this to zero you can see what it's going to be influencing so let's do point two so this is going to be influenced by the star which you're going for um you really want to use reference for stuff like this okay so we know the um we'll set this to like one let's see how it looks point four and for the root i'm gonna set this point two or three because we have to see the nice cool stuff which i've done point two most of this stuff is just like going back and forth and just playing with it to get something that looks nice or you can satisfy or that works great with the style which you're trying to create okay so now we have this i'm ready to start rendering uh before render i'm going to increase the final amount of 100 and can get away with it because i have a pretty good computer i recently got like a 1090. i'm quite excited about what i will the benefits to that of course my pocket is suffering for that and i'm actually kind of free thinking why did i really need it um but anyways so fights paying off and enjoy myself okay so i have my render settings from what i read earlier so we can use exactly the same thing we can quickly preview our material let's make sure we're in cycles so you can select this and go to your material settings and you can just quickly add a nice material that we could use for this so i'm going to select a principle here bsf and already it's looking awesome so i'm going to set this to 0.2 to have like a nice shiny hair um and it switches to melanin concentration oh let's see make it like a red head we can have some very color vibration roughness variation just awesome realism um having a reference of course thereby phase oh never gives you a nice payoff okay we might play with the thickness of the hair later but that will be left to after they'll be left after we see our final render so i'm just gonna hit render i'm using cyclist x with tetsy actually two gps i had like a 3290 before so the render is like easy kick um using an inch uh maritex 3019 i would say x3080 so it's pretty good so this is the result it's not looking bad actually uh so um one thing i will probably want to change is to make this a bit more thin um less thick so for that i'm going to reduce the density diameter scale basically reducing everything as a whole so um point zero zero eight it's pretty good like that render and it's fine i mean it's a bit could be it could be less um let's see a couple of things i actually want to do so 0.006 and i will what what did i want to do okay the subdivision of the render so we still have it as five which unless it gets a pretty good result so if we need to optimize sense of animation we can definitely go in and reduce this value um but i want to see how to look in his full glory um so that's ranger [Music] okay it's looking quite awesome so that'll be it guys i'll just do a couple of renders and i will have it on my at station the link will be in the description if in case you want to go ahead and check out the final um result as an image just to see for yourself but this is a nice technique you should definitely try out in the coming videos i'm going to be exploring more cool hairstyles even though generic male hair style i'm going to be showing you like very nice techniques that you can use for that so thank you so much for watching this video i hope you and your family are well see you next time and don't forget to subscribe if you want to see more from me uh yeah so bye bye for now see you next time
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Channel: THE LUWIZ ART
Views: 29,347
Rating: undefined out of 5
Keywords: blender hair tutorial, hair grooming in blender, how to create hair in blender, grooming in blender, blender hair, hair from curve in blender, blender tutorial, luwizart, creating game hair in blender, creating hair in blender, blender, quick guide to grooming fur in blender 2.80, curly hair in blender, grooming hair in blender, how to make curly hair in blender, introduction to hair grooming in blender, creating hair from curve and geometry in blender
Id: FO5zOqjP3_c
Channel Id: undefined
Length: 27min 43sec (1663 seconds)
Published: Sun Oct 31 2021
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