Tumgik
#xgenhair
avrilgibbon · 2 years
Text
Tumblr media
Project: Draconic Lady - Posing
Concept: @arttasysworld
I actually finished this step back in May but never got to posting it because I have had a pretty big life project I have been working on. Now it's mostly sorted I can get back to finishing this off!
Tumblr media
For posing I actually experimented with a couple of new tools like Mixamo and Maya's quick rig, but in the end they more than what I needed to pose her for just a still render. So I went back to what I knew, just builiding a basic rig, which was quick and got the job done.
I always do love the posing stage, it's when I feel like a model actually starts to take on life, I got really excited at this point as she was really coming together.
Tumblr media
To move the bulk of the hair I just used a latice deformer and then manually adjusted indivdual hair strands into the position that I wanted. Making sure to keep an eye on the camera view so it would look as close to the concept as possible.
Tumblr media Tumblr media
She is now ready for the final stage! I have been hanging to get into Unreal for so long now, but maybe the delay was a good thing. I have seen a bunch of new YouTube tutorials come out for exactly what I want to do so that's going to be handy.
4 notes · View notes
nicoleales-art · 7 years
Video
instagram
Test fur render turntable for my critter! Look at his adorable face... I want to cuddle with it! #creatures #vrayrenderer #zbrush #creaturemodeling #creaturedesign #otter #seal #crittercountry #gnomonstudent #substancepainter #xgenhair #maya2018 #fluffers #3dart #artistsofinstagram #modelingandtexturing
2 notes · View notes
christiangonzalez06 · 5 years
Photo
Tumblr media
After a bit of work here is a final render test for the witch model. Concept by @biboun_fossard_christophe This character was modeled in #zbrush and retopologized in #maya. Textured in #substancepainter and #arnold Rendered with #xgen and in arnold If interested I am open for full time work and or freelancing. I will have a more shots of the character in my artstation in the upcoming week. #3dmodel #zbrushcentral #autodeskmaya #3dartists #dailysculpt #lookdev #lookdevelopment #dreamworks #pixar #nickelodeon #latino #arte #xgenhair (at Santa Ana, California) https://www.instagram.com/p/B50Eu7ugyWE/?igshid=l6zu0kagodis
0 notes
artfollowsme · 7 years
Photo
Tumblr media
First time with xgen in maya ... im loving it!!! Made some tweaks to the skin.... next step.. eyes ... #willemdafoe #xyz #maya #arnoldrender #xgenhair #3dsculpt
0 notes
avrilgibbon · 3 years
Text
Tumblr media Tumblr media Tumblr media
Project: Draconic Lady - Test Render
Concept: @arttasysworld
So I have become kind of stuck, frustrated, not sure where I am headed with the breakup and flyaways stage.
I started to realise through the process that I had probably made both the strands and the actual hair chunks too thick with not enough variation or clumps within the actual cards. Placing any of my "flyaway" cards without them starting to cover up the cards underneath was proving really hard to do. They also just weren't looking light or fluffy to me like I felt they should. I also just wasn't sure how the hair line was looking and just overall a bit lost on what to do.
I realised a lot of my concern was coming from not being sure if it was actually looking any good, possibly from staring at it for too long.
So I decided to try and do a test render. Initially I thought I might jump ahead and get into unreal to see how it was looking, often I find when you're learning something new a lot of doubt comes from being unsure of the next stage. But after opening UE, looking at a couple of tuts I just kinda noped outta that idea. It was definitely going to take too long to learn how to get her in there, which would ultimately push finishing the hair out further.
And. I Just. Want. It. Done.
So I decided to just set up the Arnold shaders and see how that turned out. I realise Arnold is going to look different to UE but the purpose is to push me forward and see what I can do with the cards I have. Like am I just being pedantic or can I just make this work and get it done?
Tumblr media Tumblr media
The first problem of course was that the Albedo was super desaturated, which I had noticed when creating the texture maps. I have no idea why this was and I wasn't going back to figure it out so I just adjusted the levels in photoshop.
Tumblr media Tumblr media Tumblr media Tumblr media
Once I was happy with the colour I was glad to see that it wasn't looking too bad and rendering it definitely gave me the perspective I needed to see what I need to do next.
Tumblr media
I did a bit of a draw over, identifying what needed to be done:
The left side hairline line isn't too bad, I think I can just add some transitional pieces
Right side needs work: It's too far back and needs to be filled out underneath some more.
The entire thing needs to have loose, single strands that don't all flow with the overall shape and hide/breakup those flatter pieces on top
Lots of fluffy, flyaway, curly bits near the ears and caught on the horns
Now I think I am ready to just get this shit knocked over.
4 notes · View notes
avrilgibbon · 3 years
Text
Tumblr media Tumblr media Tumblr media
Project: Draconic Lady
Spent the last couple of months studying/learning how to make hair cards and use Xgen. It's been awhile since I learnt something new so i kind of forgot my process and how much longer it takes when you are learning.
I was aiming to get this project done by mid year but because you can never really account for what will go wrong that you have to figure out. Or know how long things actually take because you have never done it before, that didnt happen. So like with everything this year, I have just kind of chilled out with the whole concept of a deadline and enjoyed the ride. And I have found it enjoyable, I forgot how much I do like figuring something out and how it feels when you start getting results.
I have also been keeping a hair card study document while working on this, just recording all my resources and the steps to the process. It needs cleaning up but at the end I might share it for anyone who interested.
The clumps got finished off the other day, some of them I really like how they turned out and others less so. I probably made more than I needed but I figured as I don't really know what I need I would just make a bunch and hope some of them work out haha
Using the reference images as a guide and then creating curves defintely made a huge difference to having control over the shape of the hair. I don't think I would have been able to get the same results so easily just using modifiers, so really reccomend doing that. It can be a bit finicky to start with but once you kinda work out its quirks its great!
Working on the fun part of colouring the hair using the Arnold Hair shader. Starting to get really excited to see my character with hair soon. Poor things been balled for months!
2 notes · View notes
avrilgibbon · 3 years
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Project: Draconic Lady - Hair Blockout
Concept: @arttasysworld
Finished the blockout , as expected placement took a long time and a bit to get used.
Tumblr media
Started off with a skull cap that I am still debating whether I or not to use, as I think her hair line is looking ok without it (first image) Especially once I add some breakup/flyaways. But it was good to have as a starting point
I played around with making a few different hair card types as I wasnt exactly sure what I would need or what would look good.
Tumblr media Tumblr media
Following along with one of the tutorials/videos I was using, I added 3 deformers: Bend, Sine & Twist. This made me realise that I really could have relied purely on the deformers to create the curly/wavy shape rather than trying to shape the splines. Something I noticed some other people doing was re-using the same hair cards for other characters and just adjusting the shape/size. Which I thought was a good way to save on time.
Tumblr media
Got a few placed and I was honestly pretty excited to see it all start coming together! It felt like I had been in learning purgatory for so long which always makes you feel like you arent making any "real" progress because you can't see or show what you have been doing. Obvioulsy learning how to is part of the progress, I find it just gets frustrating if it goes on too long. It's usually at that point I stop being so careful about the results and just start doing shit!
Tumblr media Tumblr media
Started doing regular mirror tests after each row to check how it was looking. Once I completed all the rows:
I cleaned up/organised my outliner
Mirrored each row, re-naming everything as I went.
Then went back through each layer again, fixing any mirroring to look less symetrical.
Now onto Breakup and Flyaways.....
1 note · View note
avrilgibbon · 3 years
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Project: Draconic Lady
Played around with the Arnold Hair shader last week trying to get the right shade to match the concept and also the horns.
Went through quite a few iterations, first starting off just playing around with the Melanin levels and randomness as alot of the tutorials spoke about. At first I thought it looked pretty good but as soon as I tested it against the actual model witht the reference (top image) I realised it was way too orange compared to the almost peachy-red of the concept. I especially didn't like how the ends were quite yellow.
So I tested using just the base colour (Second image set) which at first I liked quite alot and was going to go with but after some feed back that it looked too flat and unrealistic I decided to keep playing around
So I added a ramp to the base colour to give it a nice gradient effect (Third Set)
And then I spend ages playing around with adjusting the melanin and randomness!
Too much and it looked more intersting but imediately started getting those awful yellow tips instead of the nice peachy ones. Not enough and it was too flat
So I finally laned on the last image which was the base colour ramp with .15 Melanin and .2 Melanin Randomness. Which I am pretty happy with, I think it has some nice variation while still matching up with the concept.
I meant to post this when I finished it last week but was too caught up in exporting the texturing maps. Been working on settin up the cards and getting the model into Maya this week, so I am about a week behind in my progress, but I'm planning on trying to stick to weekly Friday Updates now that I am back to regularly working on my projects again so will post that progress next Friday
Tumblr media Tumblr media Tumblr media Tumblr media
1 note · View note
artfollowsme · 7 years
Photo
Tumblr media
First time with xgen in maya ... im loving it!!! Made some tweaks to the skin.... next step.. eyes ... #willemdafoe #xyz #maya #arnoldrender #xgenhair #3dsculpt
0 notes