How to Create Hair in Unreal Engine 5 - Groom Tutorial

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what's up guys welcome to new Unreal Engine 5 tutorial and today I'm going to show you on how to create hair for your character for Unreal Engine we're gonna be using the groom plugin so it's going to be a very easy trout to follow so let's get started alright so the first thing that we have to do is of course have the plugins that we need enabled so just go to edit plugins and type in groom and you have to have a groom enabled and alembic groom importer nailed uh now make sure you have restarted the editor but before you restart you have to also do one thing so go edit private settings search for skin and you will see this support skin uh compute skin cache so you just go ahead and enable that and now you can restart your editor and go back okay so we will need to export our character into blender in order to add hair and I know it sounds a bit weird and that we have to explore the character out of Unreal Engine but it is necessary in order to generate the alembic file so let's go into third person Blueprints and go into the third person character blueprint and if we select the mesh you can see that we're using the uh the queen uh simple so we can just navigate into it and then we can right click on the queen sample and we're going to do is go into asset actions and we have to export the mesh as an FB X so you go ahead and select it and we need to find a root they want to save it so once you get the root you say save and then it will appear um the export settings now just leave everything as default Okay and like this is okay and then we can just go ahead and Export and there we go so now we need to call Button into blender I'm going to do it well I'm gonna delete all the default stuff that is on here so go ahead and delete this and I go into file import and it's going to be an fbx find the asset that we have just exported and then go ahead and import it okay so it has just imported and you can see that we have here our mannequin now it will go ahead and open the in the hierarchy and you will see that we have here the root and we have different lots that they are all active by default now on the thing is that we're gonna be using the mannequin just as a model um to create the hair on top of it so it's just to basically know where we're gonna place the hair basically so um we can delete the lot two and lot one unfortunately we need the lot 0 which is going to be the best high quality um in order to add the hair on top of it okay so we're going to do right now is go ahead and go into edit mode over top of me here and it will allow us to select the polygons they want throughout the hair on so uh we're going to do is Click outside to just deselect everything I'm gonna go and click the wireframe now the reason is that I'm gonna click the wireframe is that is because when I select an area I will also select it uh behind the triangles if I were to select it only in this side it will not select the part behind so you can select this I'm gonna Center it in the Y I'm gonna make it soon zoom and it's gonna make some simple hair so I'm going to select all this area basically like this and now I can see that we have the hair uh over here now of course is this is the zone that the hair will appear basically so once we have a kind of the area that we want we can of course tune it in more maybe add more with shift to make it a bit more better you can customize it as you want uh in my case pretty much like this is gonna be okay for me okay so what we have to do right now is we can hop in into the uh normal shading so it's a bit easier to see and what we're going to do is go up here into um vertex groups and sorry vertex groups is down here sorry and basically we have lots of groups already created um but we're going to add a new ones just click on here and it's gonna be adding a new group now double click ask just name it hair because it's going to be the group of uh vertices and polygons I just say assign and to double check you can use deselect and then select and if it selects the area that we have selected it has basically assigned it properly so now what we can do is go into here in the particle properties and we're going to be adding a new particle system now I'm going to rename this into hair because of course it's a hair and instead of emitter we're going to be using hair now uh in order to you know make it appear we have to go back into object mode and then you can see that we have a hair appearing but you know our model we only want it to appear in the area that we selected so to do that we can go into vertex groups and in density we can just click and search for hair and then it will only appear in the part that we selected so let's go ahead and control about this because of course it's a lot of hair and it's too long so in the hair length I mean it depends on what length you want to have um but you know I think 0.3 will be pretty good for me I'm gonna have in like a long hair but uh cool uh now the number uh is the number of hair strands that you're gonna have the more you have the better it's gonna look at the end result and also only have the simulation on but the more performance heavy is gonna be so I'm gonna leave it into you guys uh what you decide in my case I'm gonna go something as 4 000 okay there we go basically we need to uh you know brush the hair into a certain way so it doesn't like just likes going on you know so go up here I'm gonna go into the particle edit and then you can see that we're gonna use the comp uh tool and then you can see that we have this circle so I just increase the radius a bit so it covers a bit more of area the strength you can play with it and see how it goes and basically just uh go into one side for example and basically you start um like this I'm gonna basically make the hair as we want imagine right now you're like a hairdresser or a barber something like that I'm basically gonna go ahead and maybe here as you want now I just realized that maybe it's too long so go back into object mode and delete the edit point one seven something like that it's going to be a bit better for me so I could go back into particle editor now again go ahead and edit it so yeah again go ahead and play around with stuff so I'm gonna lower the strength and the radius now to concentrate more in this Parts over here it's gonna be starting to look like let's go ahead and go into the other side and also paint it so have in mind they have to control the both sides and you start making it uh you know much better much Freedom secretes the strength on here like this you can also go ahead and cut the hair so for example make it a bit less you can see instead of directly changing the particle length and then you can go ahead and experiment with different um you know Styles and I think this looks pretty pretty cool so I'm gonna go into object mode and there we go we have our hair being applied over here so uh we have to do one more thing before exporting because it's pretty much ready to explore uh so we have to go into um here here and open the renderer and then when it says uh show emitter we're gonna turn this off and then in viewport display we're gonna turn this off again now the reason that we have done that is that it will only export the hair because enough and Export settings will enable to export only the objects that are visible and if we disable it in render and viewport they're not visible so we will not support the model as it just was a template for us to create the head okay so now that we have basically um created that we can go ahead and uh select our um body over here and we can go up in here into file and Export as a Lambic because it's the type that unreal will support for the Chrome basically now we do have to change some properties over here in the export settings the first thing that we have to do is change the scale instead of one it will be a hundred because it's the scale that I'm willing to work with the groom with then the frame start and the end it will be one and one uh basically because we don't have an any animation or whatever so we don't need to export more frames you know uh the next thing that we're going to do is to basically go ahead and export only the selected objects and only the visible objects and this is for the thing that I just mentioned before to only export here another model and things like that okay uh the next thing I'm going to do is uh open export uh object option sorry and disable uh you know UVS normals and genetic coordinates wouldn't need any of that stuff and then go ahead and make sure that in particle systems we have export here on and Export particles on forced as the most important part of it and now with all that said we can go ahead and Export the alembic file into our destination okay so now back into Unreal Engine we're going to do is I'm gonna create a new folder call it hair tutorial and I'm going to hit and enter it I'm gonna go ahead and import it so just right click and import it to uh destination select your file and then just go ahead and say open and then basically we have to change a bit the configuration of a rotation and scale this is because Unreal Engine Works in different axes and as in blender and we could have changed in blender but I believe that it is a bit easier to put in here so in the rotation we're going to have 90 degrees on the first one for the x-axis and on the scale is going to be one and then minus one over here into the y-axis and then one back in here into the set so 90 and then for the scale 1 1 minus one one so now we can go ahead and import it correctly and now it's here so we can go ahead and open it and now you will see that it will basically appear over here and it looks really cool now we do have to change some things to it to uh customize it uh basically how we want so also going to shift s to save everything just make sure if it crashes or something like that so first of all we're going to go into strands and I'm gonna increase a bit the hair width because it's a bit too low uh now the more hair that you implemented in blender and the less hair width you have is going to be a better resource because for me thinner uh you know hair but more quantity which is going to be look much better but because I don't have so much I will need to uh make the hair with a bit bigger now the root scale I do recommend decreasing it a bit so it's a bit um you know the the tip of the hair will be bigger than the root basically and then you can change the you know Shadow density and things like that but in my case I'm not gonna be touching anything else that so now the next thing I'm gonna do is go into physics tab I'm gonna go open the sober settings and you see that we have enable simulation so we're gonna go ahead and enable that and you will see that our hair I just uh and some Physics on it so it will basically be looking much much cooler and when we have uh it only player running so let's go ahead and save it so now we're gonna go ahead and need to go into the third person blueprint so go ahead and find it and you can see that we have here my God I have a fly right now my setup that is oh my God flying all around okay so now what we have to do is add the groom asset into our mesh so go into the viewer Port go to the mesh and then add a groom asset components right so then it will be child of mesh okay make sure it's there so now we can go ahead and uh in the groom asset select our hair tutorial and then you can see that it's already appearing there in the perfect position as we have basically modeled it from the the model's perspective so now we can go ahead and compile and save and go back and press play and now you can see that we have a hair but there's a problem if we go ahead and move you can see that the hair will not be aligned with the heads position and rotation and stuff so um what we have to do is basically bind it to the skeletal mesh now you can also maybe you know make it um actually a child of a of the head socket bone but I do not recommend doing that okay I recommend actually following this out mesh so we have to create a binding asset let's go back into the content folder go into our hair tutorial and then in the guru method just right click and we have nice buttons and create binding go ahead and select it um the only thing that we have to go ahead and change is the tired skeletal mesh and so just find our um Queen uh to do the queen simple which is the one that we are using and then you say create and there we go here it is you save it and close it we don't have to touch anything like that and now in the groom asset back in the third person character blueprint we can just start dividing binding asset that we created and then compile and save and now if we press play you can see it the idea here will actually start following the um skeletal mesh it will be looking really cool and also it will be basically uh moving with physics which just looks absolutely amazing now you can go ahead and control the physics you know um like the weight of this or the hair and stuff to make it look nicer but I'm gonna leave it like that because it looks cool now I'm going to show you one last thing is to basically change the hairs material my gun is the fly is really annoying maybe we can thank you it's too fast all right so we can go ahead and create a new material over here it's gonna be just m hair for example go ahead and open it okay so uh the first thing that we have to change is the um shading model so uh instead of default lead it will basically be type of hair and then the next thing that we have to do write strands and you will see use with hair strands and we have to go ahead and enable that okay so now we can just apply a base color so to add a user color just hold three and then left click and it will appear in this node just plug it in into base color we go and then double click and we can change the color something like that pretty cool or maybe green actually green will look even cooler and then you can just press OK and then we have the material there and you can use apply it over here and also go ahead and save it okay so now that we have our material we can go into our um third person character and open up the a hair groom now we can go into material in the material Tab and add a material slot so just add one and then we're going to plug in our sorry ice plugged yeah there we go sorry I thought I was doing another one now I plugged in the M here and you can see now we have the green hair so we can now go ahead and say it press play and you will see that we have a beautiful green hair running around our character so that's it guys and you found it so useful and helpful I really appreciate it go like the video and subscribe I have lots of unrelenting pop tutorials at this one so check them out and with all that said bye bye [Music]
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Channel: Gorka Games
Views: 42,916
Rating: undefined out of 5
Keywords: games, videojuegos, unreal engine, unreal engine 5, ue5, create hair, tutorial, quixel, megascans, unreal engine tutorial, how to create hair, ue5 add hair, make hair, ue5 how to create groom, unreal engine groom plugin, unreal engine 5 how to add hair to your character, unreal engine 5 add hair, unreal engine add groom, unreal engine 5 blender hair, unreal engine 4 groom plugin, unreal engine 4, ue4, unreal engine 5 how to add hair from blender
Id: ODkhcRvcaso
Channel Id: undefined
Length: 16min 16sec (976 seconds)
Published: Wed Oct 12 2022
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