WEBVTT 1 00:00:04.575 --> 00:00:10.425 Animation advanced Character Modelling 2 00:00:24.175 --> 00:00:25.475 Hello 3 00:00:25.475 --> 00:00:28.975 This is Yoon Seunghan for Maya modelling lectures 4 00:00:28.975 --> 00:00:33.025 In this lecture, we will learn about the features of Xgen 5 00:00:33.025 --> 00:00:36.925 Xgen is a powerful plugin that lets you 6 00:00:36.925 --> 00:00:40.875 generate and control hair and large objects 7 00:00:41.225 --> 00:00:44.575 Compared nHair, which was previously available in Maya 8 00:00:44.575 --> 00:00:46.575 It is a more advanced form 9 00:00:46.575 --> 00:00:48.425 and because it is provided as a basic feature 10 00:00:48.425 --> 00:00:51.125 it is used in many studios 11 00:00:51.575 --> 00:00:54.075 But if this is your first time, 12 00:00:54.075 --> 00:00:56.675 Because of the unfamiliar concepts and functions 13 00:00:56.675 --> 00:00:58.925 You may feel burdened 14 00:00:59.475 --> 00:01:02.475 Moreover, if you dig deeper, 15 00:01:02.475 --> 00:01:05.125 we have to use Maya's Expressions too 16 00:01:05.125 --> 00:01:08.575 For modelers like us who like things intuitive, 17 00:01:08.575 --> 00:01:10.725 You will experience a lot of frustration 18 00:01:11.125 --> 00:01:14.425 The reason I'm saying this is because I actually did that 19 00:01:14.775 --> 00:01:17.075 But don't think too hard about it 20 00:01:17.075 --> 00:01:19.325 Areas where we use Xgen are 21 00:01:19.325 --> 00:01:22.475 Limited to animation hair production 22 00:01:22.825 --> 00:01:26.725 If you're feeling any burden, please put it down for a moment 23 00:01:26.725 --> 00:01:28.125 Through this lecture 24 00:01:28.125 --> 00:01:31.775 I hope you find an opportunity for you to become familiar with Xgen 25 00:01:32.075 --> 00:01:35.525 I will first tell you what you need to know about hair production 26 00:01:35.525 --> 00:01:37.725 and the frequently used things 27 00:01:37.725 --> 00:01:39.625 For the functions that are not used very often 28 00:01:39.625 --> 00:01:42.975 I'll just go ahead and take a look around 29 00:01:43.675 --> 00:01:45.625 The learning objectives for this lesson are 30 00:01:45.625 --> 00:01:49.225 character hair creation using Xgen 31 00:01:49.725 --> 00:01:52.125 The learning content is first 32 00:01:52.125 --> 00:01:56.075 Learn Xgen's features for hair creation 33 00:01:56.075 --> 00:01:59.825 Second, making Xgen hair 34 00:01:59.825 --> 00:02:03.825 Getting familiar with Xgen features 35 00:02:04.275 --> 00:02:06.025 Before entering Xgen 36 00:02:06.025 --> 00:02:08.875 We have to check 37 00:02:08.875 --> 00:02:10.775 if a project folder set up 38 00:02:10.775 --> 00:02:14.475 File - Project Window 39 00:02:15.825 --> 00:02:17.825 It is confirmed 40 00:02:19.375 --> 00:02:24.325 Windows - Settings/Preferences - Plugin Manager 41 00:02:25.775 --> 00:02:29.125 You need to check if Xgen is enabled 42 00:02:32.925 --> 00:02:39.775 Next go into Maya's Generate 43 00:02:39.775 --> 00:02:42.575 You will be able to see the Xgen Editor 44 00:02:45.725 --> 00:02:48.025 I opened it like this, but I usually 45 00:02:50.975 --> 00:02:53.475 Use Xgen Shelf 46 00:03:01.275 --> 00:03:04.075 because when using Xgen, the tools here are 47 00:03:04.075 --> 00:03:06.475 more convenient to use 48 00:03:08.225 --> 00:03:09.975 To do a test 49 00:03:09.975 --> 00:03:13.375 I'll hide the bear modeling for now 50 00:03:24.575 --> 00:03:26.675 Take out one object 51 00:03:34.225 --> 00:03:37.525 Here we will separate the scalp 52 00:03:37.525 --> 00:03:41.725 Instead of always applying Xgen directly on the character, 53 00:03:41.725 --> 00:03:45.725 Just peel off the scalp part and separate the face 54 00:03:45.725 --> 00:03:51.225 If you apply Xgen to that, it will be easy to edit 55 00:03:51.225 --> 00:03:54.775 and it will also be easy to texturize 56 00:03:54.775 --> 00:03:57.825 Be sure to separate the scalp 57 00:03:57.825 --> 00:03:59.675 and then work from there 58 00:04:03.675 --> 00:04:06.475 Things to keep in mind before making a scalp 59 00:04:06.475 --> 00:04:10.825 Xgen hair is a concept that is created based on the face 60 00:04:10.825 --> 00:04:12.525 The size and shape of the face 61 00:04:12.525 --> 00:04:14.925 has to be relatively uniform 62 00:04:15.325 --> 00:04:19.625 This is just a demonstration for testing now 63 00:04:19.625 --> 00:04:21.975 Even if the face is not uniform now 64 00:04:21.975 --> 00:04:24.225 Let's just go ahead and do it 65 00:04:25.875 --> 00:04:28.075 Reopen the Xgen window 66 00:04:32.375 --> 00:04:35.125 Click Create New Description 67 00:04:39.325 --> 00:04:44.475 Here, Collection is the superstructure of Description 68 00:04:44.475 --> 00:04:47.075 This Description is a substructure 69 00:04:48.375 --> 00:04:52.175 Just write the hair name in Description Name 70 00:05:00.525 --> 00:05:04.475 Sometimes, you may need to use more than one Description 71 00:05:04.475 --> 00:05:08.825 For example, if you have a character with both hair and a beard: 72 00:05:08.825 --> 00:05:10.375 In one Collection 73 00:05:10.375 --> 00:05:14.125 Create separate descriptions for hair and beard 74 00:05:14.125 --> 00:05:17.775 and write down the appropriate name for each 75 00:05:20.925 --> 00:05:22.575 Xgen is not only for hair 76 00:05:22.575 --> 00:05:26.525 Short hair of common animals 77 00:05:26.525 --> 00:05:29.325 Here is Groom 78 00:05:29.325 --> 00:05:34.925 Next, Custom objects, Sphere, Card, etc. 79 00:05:34.925 --> 00:05:38.725 It is provided in various ways, but 80 00:05:38.725 --> 00:05:40.625 Because we are going to make hair 81 00:05:40.625 --> 00:05:44.575 We will use the most commonly used Spline method 82 00:05:45.775 --> 00:05:49.375 Below this is the layout method 83 00:05:49.375 --> 00:05:55.875 Randomly generated and uniformly generated 84 00:05:55.875 --> 00:05:58.226 This picks up on a specific point 85 00:05:58.226 --> 00:06:00.676 and creates only on that face 86 00:06:03.076 --> 00:06:06.426 I will choose the random method 87 00:06:09.876 --> 00:06:13.026 Below this is the section on control types 88 00:06:13.026 --> 00:06:19.876 It can install a guide and control the hair around it 89 00:06:19.876 --> 00:06:22.176 or use expression 90 00:06:22.176 --> 00:06:26.276 I will use the intuitive guide way 91 00:06:27.526 --> 00:06:30.476 What you shouldn't get confused here is 92 00:06:30.476 --> 00:06:32.326 Guide and hair 93 00:06:32.326 --> 00:06:35.076 Hair is called Primitive to be exact 94 00:06:35.076 --> 00:06:38.276 I'll just call it hair 95 00:06:38.276 --> 00:06:43.326 A guide is a device for controlling a large number of hairs at once 96 00:06:43.326 --> 00:06:45.276 If you create a guide, 97 00:06:45.276 --> 00:06:49.226 Hair is automatically generated around it 98 00:06:49.226 --> 00:06:52.926 The flow of hair is controlled through guides 99 00:06:53.676 --> 00:06:59.126 Let's create and save it 100 00:07:15.126 --> 00:07:18.326 This is how I created Xgen 101 00:07:18.326 --> 00:07:23.426 First, let's take a look at where Xgen-related data is stored 102 00:07:24.076 --> 00:07:26.376 If you look at the modeling folder, 103 00:07:26.376 --> 00:07:32.776 An Xgen folder with the same file name is created 104 00:07:35.526 --> 00:07:38.876 And if we go into the folder we saved in, 105 00:07:42.026 --> 00:07:45.326 Collection file with 106 00:07:45.326 --> 00:07:48.426 Collection Xgen after the file name is also created 107 00:07:48.426 --> 00:07:50.826 This file, to put it simply, 108 00:07:50.826 --> 00:07:53.276 is a file that includes 109 00:07:53.276 --> 00:07:55.326 settings of Xgen 110 00:07:55.326 --> 00:07:57.326 including this Maya file's guide 111 00:07:57.326 --> 00:08:01.726 It must be attached to the Maya file 112 00:08:01.726 --> 00:08:05.326 Back out and on the Xgen folder 113 00:08:09.976 --> 00:08:12.826 The folders haven't been created yet 114 00:08:12.826 --> 00:08:16.976 When we work, folders and data are created here 115 00:08:16.976 --> 00:08:20.476 This folder and its data too 116 00:08:20.476 --> 00:08:23.576 should be attached like a Maya file 117 00:08:24.076 --> 00:08:26.926 The modeling file I am currently working on is 118 00:08:26.926 --> 00:08:29.176 When you open, Xgen automatically 119 00:08:29.176 --> 00:08:32.226 Connects to data on this path 120 00:08:32.226 --> 00:08:36.876 When moving Maya files to another computer or another path 121 00:08:36.876 --> 00:08:39.726 You have to move the entire project folder 122 00:08:39.726 --> 00:08:43.576 to maintain the connection to Xgen that you worked on 123 00:08:43.576 --> 00:08:47.276 If it is not exactly the same as the existing path 124 00:08:47.276 --> 00:08:49.876 You need to set a separate path 125 00:08:49.876 --> 00:08:56.576 The path is here in the Collection 126 00:08:56.576 --> 00:09:01.126 You can check by opening Edit File Path 127 00:09:01.826 --> 00:09:08.926 But in front of this, a dollar sign and the name Project are written 128 00:09:11.526 --> 00:09:15.626 This means that the path is set as what's after here 129 00:09:15.626 --> 00:09:21.076 in the currently set project folder 130 00:09:22.326 --> 00:09:24.076 This project folder 131 00:09:24.076 --> 00:09:27.876 can always vary depending on the individual or computer environment 132 00:09:27.876 --> 00:09:30.676 It is recommended that you specify the path precisely 133 00:09:30.676 --> 00:09:34.476 For example, the current project path is 134 00:09:39.826 --> 00:09:41.326 It's like this 135 00:09:44.176 --> 00:09:50.226 Copy this and paste it into notepad 136 00:09:50.226 --> 00:09:57.876 Then copy and paste the path 137 00:09:57.876 --> 00:10:05.026 And here, we'll change the folder symbol to a slash 138 00:10:07.626 --> 00:10:17.176 And copy - OK - save 139 00:10:24.426 --> 00:10:26.476 Let's reopen Maya 140 00:10:50.126 --> 00:10:53.426 You can see that it remains exactly as we wrote it down 141 00:10:53.426 --> 00:10:57.076 If the path is clearly stated like this, 142 00:10:57.076 --> 00:11:00.626 Even if you open it on another computer, as long as this path is correct, it will be fine 143 00:11:00.626 --> 00:11:04.876 If the path is wrong, you can correct it here 144 00:11:04.876 --> 00:11:07.876 and you'll be able to see the correct hair look 145 00:11:08.576 --> 00:11:10.876 This process, when working in practice 146 00:11:10.876 --> 00:11:13.676 is something you absolutely must know 147 00:11:13.676 --> 00:11:16.426 When opening a file received from outside 148 00:11:16.426 --> 00:11:18.026 If the hair is a mess 149 00:11:18.026 --> 00:11:22.076 It is mostly a path issue, so please check that 150 00:11:23.076 --> 00:11:26.326 If you look at the Xgen window, 151 00:11:26.326 --> 00:11:29.226 I will explain mainly the frequently used functions 152 00:11:30.026 --> 00:11:33.076 In the menu, File is 153 00:11:33.076 --> 00:11:37.776 used when exporting the created Description 154 00:11:39.076 --> 00:11:42.626 Especially after finishing all the settings for the hair part 155 00:11:42.626 --> 00:11:45.926 When you want to apply the same settings to other objects 156 00:11:45.926 --> 00:11:47.776 This is a very useful feature 157 00:11:47.776 --> 00:11:49.676 Let me show you briefly 158 00:12:18.226 --> 00:12:20.576 Import Preset here 159 00:12:24.976 --> 00:12:30.226 If you select testHair and click Import, 160 00:12:30.226 --> 00:12:32.426 You can see the hair setting we created 161 00:12:32.426 --> 00:12:35.026 coming in as is 162 00:12:36.776 --> 00:12:38.626 If you use this feature well, 163 00:12:38.626 --> 00:12:44.526 You can create hair for many characters in a short amount of time 164 00:12:44.776 --> 00:12:47.326 Collection in the menu 165 00:12:47.326 --> 00:12:51.826 This is the part about the path I explained earlier 166 00:12:51.826 --> 00:12:57.976 Delete Collection is a function used to delete a collection 167 00:13:00.276 --> 00:13:03.276 If you simply delete a folder 168 00:13:03.276 --> 00:13:04.826 You may run into problems 169 00:13:04.826 --> 00:13:09.726 You must delete it using this function 170 00:13:10.276 --> 00:13:12.826 Description next to it 171 00:13:12.826 --> 00:13:17.276 Create Description creates another Description 172 00:13:17.276 --> 00:13:20.426 Not only do they divide the hair and beard like this, 173 00:13:20.426 --> 00:13:21.926 Even within limited hair 174 00:13:21.926 --> 00:13:26.176 Braids, headbands, sideburns, etc. 175 00:13:26.176 --> 00:13:28.276 and other different shapes 176 00:13:28.276 --> 00:13:29.976 is better to create it separately and work on it 177 00:13:29.976 --> 00:13:32.126 and more efficient 178 00:13:34.376 --> 00:13:40.476 Delete Description is also used when deleting a Description 179 00:13:42.176 --> 00:13:44.676 Here, the Collection and Description is used 180 00:13:44.676 --> 00:13:48.176 when selecting the Collection or Description 181 00:13:48.176 --> 00:13:50.526 I am currently working on 182 00:13:51.326 --> 00:13:56.826 When you click, a window will pop up and you can make your selection here 183 00:14:00.126 --> 00:14:04.576 Next here we have the Collection and Description selections 184 00:14:05.926 --> 00:14:08.626 I'll add one more description 185 00:14:24.626 --> 00:14:28.026 On one hair, one collection 186 00:14:28.026 --> 00:14:31.126 Two Descriptions are created 187 00:14:33.276 --> 00:14:38.376 Description Alternating between selecting the first and second 188 00:14:38.376 --> 00:14:42.126 I can edit the items I want 189 00:14:48.926 --> 00:14:51.376 All the icons below are 190 00:14:51.376 --> 00:14:53.776 what you can find on the shelf 191 00:14:53.776 --> 00:14:57.176 Let me explain based on the shelf 192 00:14:57.176 --> 00:14:59.676 The Xgen window, when an initial Description 193 00:14:59.676 --> 00:15:02.826 is not created, the creation window is called 194 00:15:02.826 --> 00:15:06.076 If it has been created, it will bring up the settings window 195 00:15:08.626 --> 00:15:10.376 Here, the eye shaped icon 196 00:15:10.376 --> 00:15:14.626 has the function of showing and hiding hair for a while 197 00:15:14.626 --> 00:15:17.226 You can expand it here 198 00:15:18.276 --> 00:15:21.676 The automatic update feature is convenient, but 199 00:15:21.676 --> 00:15:25.226 On low-spec computers, the task may be difficult 200 00:15:25.226 --> 00:15:28.226 In that case, disable this function 201 00:15:30.876 --> 00:15:36.076 You can update it by pressing the button as needed 202 00:15:42.476 --> 00:15:48.426 If you turn the auto refresh feature back on and make changes, 203 00:15:48.426 --> 00:15:50.926 Changes are reflected in real time 204 00:15:54.326 --> 00:15:56.326 The icon of the closed eyes on the side is 205 00:15:56.326 --> 00:16:00.426 hiding only the hair, excluding the guide 206 00:16:03.276 --> 00:16:05.776 Coming back here again 207 00:16:05.776 --> 00:16:09.026 This icon is the Create Description button 208 00:16:11.176 --> 00:16:13.126 Select your scalp 209 00:16:20.376 --> 00:16:25.276 This icon creates a plane 210 00:16:25.276 --> 00:16:28.176 and add hair to it or 211 00:16:28.176 --> 00:16:31.776 deletes it 212 00:16:38.426 --> 00:16:41.376 Select only the part you want 213 00:16:41.376 --> 00:16:44.626 Create a description 214 00:16:54.076 --> 00:16:57.026 When you Add Selected Faces 215 00:16:57.026 --> 00:17:01.826 You can create additional ones again wherever you want 216 00:17:04.176 --> 00:17:09.076 Replace below here replaces what was created 217 00:17:19.026 --> 00:17:21.876 Remove literally means deletion 218 00:17:31.576 --> 00:17:37.626 Below is the Bind Faces Based on Map feature 219 00:17:37.626 --> 00:17:40.127 When creating a texture, on the selected face 220 00:17:40.127 --> 00:17:43.777 it creates hair based on texture 221 00:17:43.777 --> 00:17:48.327 However, this feature itself is not actually used very often 222 00:17:51.877 --> 00:17:56.877 The following icons are core functions that are used quite frequently 223 00:17:56.877 --> 00:18:00.277 which creates a guide 224 00:18:00.577 --> 00:18:05.327 Just press the button and click where you want 225 00:18:05.327 --> 00:18:08.077 You can see that the guide is being generated 226 00:18:11.127 --> 00:18:15.527 If you created the guide in the wrong location 227 00:18:15.527 --> 00:18:21.077 If you hold down Ctrl and left-click and drag the guide, 228 00:18:21.077 --> 00:18:24.127 You can move the location 229 00:18:28.227 --> 00:18:31.827 The following shows and hides the guides: 230 00:18:34.177 --> 00:18:37.177 This is the guide lock function 231 00:18:37.177 --> 00:18:40.677 It's a feature that literally locks something so it can't be edited 232 00:18:40.677 --> 00:18:46.077 Actually, I don't use this feature as much 233 00:18:46.077 --> 00:18:50.827 Leave the desired part and hide it 234 00:18:50.827 --> 00:18:56.227 Or you can just select the parts you want and edit them 235 00:19:02.977 --> 00:19:06.177 The icon next to it is the mirror function 236 00:19:06.177 --> 00:19:08.377 This is a very commonly used function 237 00:19:17.127 --> 00:19:20.927 If you have a symmetrical hairstyle, just make one side 238 00:19:20.927 --> 00:19:24.577 and use the mirroring method to do the other side 239 00:19:28.327 --> 00:19:30.427 Next, if you hide the object 240 00:19:30.427 --> 00:19:31.777 This is a function that hides together 241 00:19:31.777 --> 00:19:34.127 It's not used very often though 242 00:19:35.027 --> 00:19:38.227 This function is activated by clicking after selecting an object 243 00:19:38.227 --> 00:19:41.227 then it selects the corresponding description 244 00:19:53.977 --> 00:19:56.977 Conversely, if you select a guide and click on it, 245 00:20:00.527 --> 00:20:04.277 You can select the object 246 00:20:04.277 --> 00:20:06.827 It is used when 247 00:20:06.827 --> 00:20:09.627 Multiple objects and Descriptions are mixed 248 00:20:18.327 --> 00:20:21.077 This icon selects the hair 249 00:20:24.077 --> 00:20:26.627 This icon deletes the hair 250 00:20:35.277 --> 00:20:38.827 The icons right next to it are frequently used icons 251 00:20:38.827 --> 00:20:41.477 This is a feature that sculpts guides 252 00:20:45.977 --> 00:20:49.527 Basically, the guide has the properties of a curve 253 00:20:49.527 --> 00:20:52.777 The segments are divided like curves 254 00:21:01.077 --> 00:21:07.127 Each curve has its own points Right click on the curve and 255 00:21:08.727 --> 00:21:10.477 Right click on the guide 256 00:21:10.477 --> 00:21:14.727 You can see it by selecting the guide control point 257 00:21:17.035 --> 00:21:19.135 By moving the control points 258 00:21:19.135 --> 00:21:22.285 You can refine the guide shape, but 259 00:21:22.285 --> 00:21:24.035 if there are too many control points 260 00:21:24.035 --> 00:21:26.535 if the hair is long 261 00:21:26.535 --> 00:21:28.385 it can be difficult to hold these 262 00:21:28.385 --> 00:21:30.935 one by one and move them 263 00:21:30.935 --> 00:21:41.727 At that time, you can easily manipulate the shape with the sculpting tool 264 00:21:42.177 --> 00:21:44.777 Basically, when sculpting, 265 00:21:44.777 --> 00:21:47.727 The length of the guide does not change 266 00:21:47.727 --> 00:21:51.677 If you want to change the length of the guide as well 267 00:21:52.927 --> 00:21:57.077 After double clicking, you can turn off Lock Length 268 00:21:58.727 --> 00:22:01.627 Then, you can sculpt while 269 00:22:01.627 --> 00:22:03.427 changing the length of the guide as well 270 00:22:08.077 --> 00:22:14.377 The function next to it makes the hair into polygons 271 00:22:26.227 --> 00:22:29.627 After completing the hair, it is used when converting to card format, 272 00:22:29.627 --> 00:22:32.327 that is, into polygonal form, not Xgen 273 00:22:34.027 --> 00:22:37.477 The icons on the side are Groom's control commands 274 00:22:40.577 --> 00:22:45.027 Groom is often used for short hair on animals 275 00:22:45.027 --> 00:22:48.577 It is not used much when working with human hair 276 00:22:48.577 --> 00:22:50.277 So let's move on 277 00:22:59.427 --> 00:23:02.377 Back in the Xgen window, 278 00:23:02.377 --> 00:23:05.077 Let's take a look at the Primitives tab 279 00:23:06.027 --> 00:23:10.627 Here is what was set when creating the Description earlier 280 00:23:10.627 --> 00:23:14.977 which indicates a randomly shaped arrangement 281 00:23:15.577 --> 00:23:18.627 Below this is where you set your variables 282 00:23:18.627 --> 00:23:20.827 for the shape of the random 283 00:23:28.527 --> 00:23:32.427 Below this, Density is the amount generated number of hairs 284 00:23:32.427 --> 00:23:34.677 per unit area 285 00:23:36.877 --> 00:23:42.627 Create a Mask to control your hair 286 00:23:42.627 --> 00:23:47.727 If you look here, when you press this button 287 00:23:47.727 --> 00:23:51.127 You can control it with Xgen Expression, but 288 00:23:51.127 --> 00:23:52.777 It's not intuitive 289 00:23:52.777 --> 00:23:55.727 We will control with maps 290 00:23:57.977 --> 00:24:03.627 Let me show you briefly click the expand button to Create Map 291 00:24:05.527 --> 00:24:08.277 The map name will remain the same 292 00:24:10.127 --> 00:24:14.427 The Resolution below is important, so let me explain briefly 293 00:24:14.427 --> 00:24:16.527 Maps supported by Xgen are 294 00:24:16.527 --> 00:24:19.927 In the format we commonly know as jpg or png 295 00:24:19.927 --> 00:24:22.977 Instead of a map in bitmap form 296 00:24:22.977 --> 00:24:25.877 We use an unfamiliar map called PTS 297 00:24:25.877 --> 00:24:28.127 PTS maps are, simply put, 298 00:24:28.127 --> 00:24:33.627 It is a concept that increases the resolution of the face to 299 00:24:33.627 --> 00:24:37.327 use them like pixels in an image map 300 00:24:37.327 --> 00:24:41.977 Unlike image maps, it does not use UVs that are spread out 301 00:24:43.227 --> 00:24:45.677 I brought back a sample image 302 00:24:45.677 --> 00:24:47.377 When we unfold the UV map 303 00:24:47.377 --> 00:24:50.227 There are some empty spaces that are unavoidable 304 00:24:52.127 --> 00:24:55.527 This space does not affect the rendering result 305 00:24:55.527 --> 00:24:57.677 It will be a meaningless space 306 00:24:57.677 --> 00:25:00.377 To reduce the resulting waste of capacity 307 00:25:00.377 --> 00:25:04.627 We used to place UV shells tightly together 308 00:25:04.627 --> 00:25:07.727 But the PTS map divides the face 309 00:25:07.727 --> 00:25:11.677 and we use those pieces as pixels of the image 310 00:25:11.677 --> 00:25:13.377 Therefore there is no wasted empty space 311 00:25:13.377 --> 00:25:16.577 and even small capacities can be used efficiently 312 00:25:17.427 --> 00:25:20.877 The biggest advantage is efficient use of capacity 313 00:25:20.877 --> 00:25:23.977 There are also major drawbacks 314 00:25:23.977 --> 00:25:26.827 It is that with a general image viewer 315 00:25:26.827 --> 00:25:29.677 It's difficult to verify the data 316 00:25:29.677 --> 00:25:33.777 So we create an image file in bitmap format 317 00:25:33.777 --> 00:25:35.327 By pressing the save button 318 00:25:35.327 --> 00:25:38.927 We will be working on converting to PTS 319 00:25:38.927 --> 00:25:42.227 In fact, this process is one of the biggest reasons 320 00:25:42.227 --> 00:25:44.927 why you cannot get familiar with Xgen 321 00:25:44.927 --> 00:25:49.777 Coming back to Resolution, it depends on the case, but 322 00:25:49.777 --> 00:25:52.277 I will boldly give it 100 323 00:25:53.727 --> 00:25:59.527 Below are the colors provided by default when created 324 00:25:59.527 --> 00:26:02.727 I usually choose black 325 00:26:02.727 --> 00:26:04.627 and put white only the necessary parts 326 00:26:04.627 --> 00:26:08.527 by painting with a brush to create the map 327 00:26:17.527 --> 00:26:21.277 Double click on the brush icon on the left 328 00:26:21.277 --> 00:26:23.027 The Paint Tool window appears 329 00:26:24.477 --> 00:26:32.027 Here we select white and choose the brush shape 330 00:26:32.327 --> 00:26:35.177 This kind of blurring brush is good, but 331 00:26:35.177 --> 00:26:38.077 I prefer a brush that doesn't blur 332 00:26:38.077 --> 00:26:41.477 Because it gives you more control 333 00:26:49.627 --> 00:26:53.927 Let's draw together with a blurring brush on the side 334 00:27:00.627 --> 00:27:04.627 When you're done, click the Save Textures button here 335 00:27:06.927 --> 00:27:13.177 Just click the Save Disk button here 336 00:27:16.277 --> 00:27:20.327 In this way, hair is created only in the areas I have colored 337 00:27:24.327 --> 00:27:27.227 The reason I clicked the Save Textures button here earlier is 338 00:27:27.227 --> 00:27:29.077 What we have drawn here is 339 00:27:29.077 --> 00:27:32.027 will be saved as a bitmap 340 00:27:32.027 --> 00:27:34.927 You should also have the original bitmap file 341 00:27:34.927 --> 00:27:37.227 so that when there are revisions later or something like that 342 00:27:37.227 --> 00:27:40.477 You can reopen that bitmap and edit it 343 00:27:40.827 --> 00:27:42.577 To keep it safe 344 00:27:42.577 --> 00:27:45.077 Please click the Save Textures button 345 00:27:46.477 --> 00:27:48.277 And the moment I press this button 346 00:27:48.277 --> 00:27:52.627 Image files are saved in PTS format 347 00:27:57.677 --> 00:28:00.427 The location of this PTS texture is 348 00:28:03.577 --> 00:28:05.727 When you go into the project folder 349 00:28:08.877 --> 00:28:15.677 collection1 - description - paintmaps - mask 350 00:28:15.677 --> 00:28:18.627 You can see that it is created here 351 00:28:19.527 --> 00:28:25.127 Next, Primitive Attributes 352 00:28:26.577 --> 00:28:30.177 Primitive Type is Spline 353 00:28:30.177 --> 00:28:34.427 This type of line shape is called a Spline 354 00:28:36.177 --> 00:28:39.027 You can exchange it to card or other things, but 355 00:28:49.427 --> 00:28:53.677 We will continue to use Spline 356 00:28:54.977 --> 00:28:59.227 For control type, we'll use guide to control hair 357 00:29:02.477 --> 00:29:05.427 If you select Attribute here, 358 00:29:05.427 --> 00:29:07.777 There are many options below 359 00:29:07.777 --> 00:29:11.527 Depending on this option, Curvature and directionality 360 00:29:11.527 --> 00:29:14.727 and degree of inclination can be set 361 00:29:24.777 --> 00:29:27.778 egree of inclination 362 00:29:27.778 --> 00:29:29.028 A grassy plain or 363 00:29:29.028 --> 00:29:32.078 grass 364 00:29:32.078 --> 00:29:36.978 Back to the guide, the Modifier CV Count is 365 00:29:36.978 --> 00:29:41.428 Used to divide hair into segments 366 00:29:42.528 --> 00:29:47.278 If you look at hair, you can see that it is divided 367 00:29:47.278 --> 00:29:49.628 into segments 368 00:29:49.628 --> 00:29:51.678 If the hair becomes longer 369 00:29:51.678 --> 00:29:54.578 or when maintaining the shape of the curve 370 00:29:54.578 --> 00:29:58.778 This segment stands out, let's try it out 371 00:30:10.778 --> 00:30:14.828 When I made the guide in the shape of a curve like this, 372 00:30:17.428 --> 00:30:23.928 If you create the hair as is, you can see the angular appearance 373 00:30:23.928 --> 00:30:27.728 In this case, increase the CV Count 374 00:30:27.728 --> 00:30:30.878 to make it a little softer 375 00:30:33.428 --> 00:30:37.678 Below, Length literally means length 376 00:30:43.028 --> 00:30:46.728 If you edit this, it will deviate a lot from the guide format 377 00:30:46.728 --> 00:30:49.428 If you want to adjust the length, 378 00:30:49.428 --> 00:30:52.928 I recommend that you adjust the size of the guide 379 00:30:52.928 --> 00:30:54.878 Let's set it back to 1 380 00:30:56.878 --> 00:31:01.978 You can grab the guide and just modify it to Scale 381 00:31:01.978 --> 00:31:03.978 This method is more effective 382 00:31:11.978 --> 00:31:17.978 Width literally controls the width of the hair 383 00:31:19.728 --> 00:31:26.828 The Width Ramp below creates a more detailed shape 384 00:31:26.828 --> 00:31:28.928 You can adjust the width 385 00:31:38.478 --> 00:31:41.578 The left part is the direction of the hair root 386 00:31:41.578 --> 00:31:44.428 The right part is the direction of the hair ends 387 00:31:45.978 --> 00:31:49.728 Taper is a feature that allows you to make it thinner and thinner 388 00:31:49.728 --> 00:31:52.778 Restore this to its original state 389 00:31:53.878 --> 00:31:57.278 The ends look like cut paper 390 00:31:57.278 --> 00:31:58.778 If you adjust the taper 391 00:31:58.778 --> 00:32:03.628 You can make it thinner and thinner 392 00:32:03.628 --> 00:32:10.078 Taper Start allows you to adjust the starting point of the taper 393 00:32:13.078 --> 00:32:17.178 Tilt literally means tilting this, but it's not used very often 394 00:32:19.828 --> 00:32:22.728 Something like Around N 395 00:32:22.728 --> 00:32:24.728 It rotates the hair root 396 00:32:24.728 --> 00:32:26.478 This is also not used very often 397 00:32:29.478 --> 00:32:33.028 These 3 options show the thickness 398 00:32:33.028 --> 00:32:35.578 pointing it towards the camera 399 00:32:35.578 --> 00:32:39.478 and tube-shaped shading 400 00:32:39.478 --> 00:32:43.078 These three should always be turned on 401 00:32:43.078 --> 00:32:46.478 If I turn this off 402 00:32:47.428 --> 00:32:51.078 It may be necessary during the process, but when rendering 403 00:32:52.328 --> 00:32:54.578 When doing final rendering or detailed work, 404 00:32:54.578 --> 00:32:57.928 You must turn it on and start working 405 00:32:59.478 --> 00:33:02.128 The Rebuild function below is important 406 00:33:04.828 --> 00:33:07.478 The guide is also shaped like a curve 407 00:33:07.478 --> 00:33:11.428 That means there is a curve point 408 00:33:12.978 --> 00:33:15.628 When the number of curve points is insufficient 409 00:33:15.628 --> 00:33:19.728 It's difficult to create complex hair shapes 410 00:33:19.728 --> 00:33:24.378 Rebuild can modify the number of curve points 411 00:33:31.178 --> 00:33:35.278 to allow more complex hair control 412 00:33:39.178 --> 00:33:42.828 Region control divides the head into two groups 413 00:33:42.828 --> 00:33:47.128 It is mainly used to define where and what shape the part is 414 00:33:47.128 --> 00:33:51.778 Displacement is used when applying a Displacement map 415 00:33:51.778 --> 00:33:54.878 It's rarely used in animation 416 00:33:55.178 --> 00:33:58.678 The rest is of little use 417 00:33:58.678 --> 00:34:00.778 Next, Preview tab 418 00:34:01.728 --> 00:34:04.429 The most commonly used here is Percent 419 00:34:06.428 --> 00:34:10.228 The amount of hair is very large 420 00:34:10.228 --> 00:34:13.628 Depending on the computer's performance, the task may become difficult 421 00:34:13.628 --> 00:34:15.578 to handle 422 00:34:15.578 --> 00:34:17.528 In that case, use Percent 423 00:34:17.528 --> 00:34:21.778 It only reduces the amount in the display view 424 00:34:21.778 --> 00:34:25.128 It has nothing to do with the actual rendering result 425 00:34:29.078 --> 00:34:32.878 Primitive Color has the function of changing the color of hair 426 00:34:32.878 --> 00:34:36.228 This only applies to the display view 427 00:34:37.228 --> 00:34:41.978 Guide Color also plays a role in changing colors 428 00:34:41.978 --> 00:34:45.428 If depending on the head part 429 00:34:45.428 --> 00:34:47.178 the description is different 430 00:34:47.178 --> 00:34:50.778 and if you want to differentiate the guide accordingly, 431 00:34:50.778 --> 00:34:53.628 modify the Guide Color 432 00:34:53.628 --> 00:34:56.278 to make it easy to distinguish 433 00:34:58.778 --> 00:35:00.778 Custom Shader Parameters 434 00:35:00.778 --> 00:35:03.028 is used to change color depending on the part of the head 435 00:35:03.028 --> 00:35:06.828 For example, you can express a bridge-like effect on your head 436 00:35:07.928 --> 00:35:09.678 Next, the Modifiers tab 437 00:35:11.028 --> 00:35:12.828 When we make hair 438 00:35:12.828 --> 00:35:15.328 This is the most important item used 439 00:35:15.328 --> 00:35:19.728 Modifier stacks each item in the form of a stack 440 00:35:19.728 --> 00:35:22.728 When you press the + button, a window will appear 441 00:35:23.928 --> 00:35:27.378 There are many functions, but the most frequently used ones are 442 00:35:27.378 --> 00:35:33.628 Clumping, Cut and Noise 443 00:35:33.628 --> 00:35:36.778 In fact, the hairstyle used in general animation 444 00:35:36.778 --> 00:35:39.178 can be produced with these three things 445 00:35:39.178 --> 00:35:41.628 First, if you select Clumping, 446 00:35:44.078 --> 00:35:47.728 Clumping stack, with error message, will appear 447 00:35:47.728 --> 00:35:52.028 Clumping refers to the function of gathering the ends of the hair 448 00:35:52.028 --> 00:35:54.678 This feature is very important 449 00:35:56.128 --> 00:35:58.478 If you look at the shape of the hair, 450 00:35:58.478 --> 00:36:03.028 Although they appear to be aligned evenly, 451 00:36:03.028 --> 00:36:07.378 In fact, most hairs are grouped 452 00:36:07.378 --> 00:36:08.578 Being grouped means 453 00:36:08.578 --> 00:36:11.528 The hair is a little bit clumped together 454 00:36:13.128 --> 00:36:17.928 If you look, the hair is a little clumped together 455 00:36:20.328 --> 00:36:25.028 This also, the hair look neat 456 00:36:25.028 --> 00:36:28.528 If you look closely, you will see that they are clumped together 457 00:36:33.928 --> 00:36:35.628 And these forms 458 00:36:35.628 --> 00:36:38.878 feel like it's a more natural form 459 00:36:38.878 --> 00:36:43.228 Because it is a feature that can be applied to almost any hairstyle 460 00:36:43.228 --> 00:36:47.278 It must be created based on clumping 461 00:36:47.278 --> 00:36:50.328 Clumping requires a center to gather the ends 462 00:36:50.328 --> 00:36:53.728 We will collect based on the guide 463 00:36:58.078 --> 00:37:02.228 Click on Setup Map below 464 00:37:02.228 --> 00:37:07.554 In the newly opened window, click the Guide button 465 00:37:16.778 --> 00:37:22.978 As you can see, a baseline has been created based on the guide 466 00:37:27.828 --> 00:37:29.228 And Save 467 00:37:32.578 --> 00:37:35.428 A hair group was created right away 468 00:37:36.728 --> 00:37:38.528 If you look at the detailed options, 469 00:37:38.528 --> 00:37:43.878 Mask refers to the strength of the entire Clump option 470 00:37:44.628 --> 00:37:48.478 You can also control it with PTS textures 471 00:37:53.278 --> 00:37:56.778 That means, by painting it with a brush 472 00:37:56.778 --> 00:38:00.728 you can apply strength depending on the area 473 00:38:01.878 --> 00:38:05.528 Clump Effect is the shape and intensity of a clump 474 00:38:17.628 --> 00:38:20.378 This part allows you to define the shape 475 00:38:20.378 --> 00:38:24.728 Again, the left side is the root and the right side is the tip of the hair 476 00:38:27.228 --> 00:38:32.028 Clump Volumize, through this part 477 00:38:32.028 --> 00:38:34.228 A little more precisely 478 00:38:34.228 --> 00:38:37.578 volumized shape can be made 479 00:38:45.678 --> 00:38:47.478 Do you see the difference? 480 00:38:50.778 --> 00:38:53.978 Mainly when the guide has this kind of curved shape 481 00:38:53.978 --> 00:38:57.078 You will be able to feel the difference more clearly 482 00:38:59.728 --> 00:39:03.328 Quickly moving on, Copy Effect 483 00:39:03.328 --> 00:39:07.828 It is used to adjust the degree of interference with the side guide 484 00:39:10.678 --> 00:39:13.728 As you go up, interference actually decreases 485 00:39:13.728 --> 00:39:18.578 Interference is at its peak when it becomes 0 486 00:39:22.478 --> 00:39:26.378 Cut Effect adjusts the position of 487 00:39:26.378 --> 00:39:27.828 the gathering ends 488 00:39:39.078 --> 00:39:44.428 Noise Effect adjusts the noise of a group of hairs 489 00:40:00.878 --> 00:40:04.028 As you can see, the direction of the noise is 490 00:40:04.028 --> 00:40:06.428 centered around the guide 491 00:40:06.428 --> 00:40:08.878 Hairs that share one guide 492 00:40:08.878 --> 00:40:12.378 all have noise in the same direction 493 00:40:17.078 --> 00:40:20.078 And the Flatness Effect 494 00:40:27.478 --> 00:40:31.878 flattens the hair group 495 00:40:40.578 --> 00:40:45.028 The Offset Effect controls 496 00:40:45.028 --> 00:40:48.828 how far the clump deviates from the baseline 497 00:40:53.628 --> 00:40:59.978 Curl Effect is used to create curls in curly or permed hair 498 00:41:10.078 --> 00:41:13.479 Hair created with guide-centered Clump 499 00:41:13.479 --> 00:41:18.029 Sometimes seems too artificial and formulaic 500 00:41:18.029 --> 00:41:21.629 It might be appropriate for a stylized character, though 501 00:41:21.629 --> 00:41:26.329 But the actual hair shape is grouped more finely than this 502 00:41:26.329 --> 00:41:29.279 So I'll give it another clumping 503 00:41:35.079 --> 00:41:37.329 I adjusted the shape of the hair a little bit 504 00:41:39.129 --> 00:41:43.929 In clumping, for the baseline, instead of the guide, 505 00:41:43.929 --> 00:41:47.879 I will produce it in a random form 506 00:41:48.179 --> 00:41:52.329 If you open the Setup Map again, 507 00:41:52.329 --> 00:41:54.179 Here is the Density in this part 508 00:41:54.179 --> 00:41:59.229 This is, when creating a baseline in random form, 509 00:41:59.229 --> 00:42:01.579 the density 510 00:42:03.079 --> 00:42:04.829 And Generate 511 00:42:07.279 --> 00:42:09.679 The lower this number, the lower the density 512 00:42:20.879 --> 00:42:26.829 The results are centered around randomly generated reference points 513 00:42:26.829 --> 00:42:29.229 Regrouped again 514 00:42:30.529 --> 00:42:33.729 Because there is a Clump centered on the guide below 515 00:42:33.729 --> 00:42:36.479 This part is processed first 516 00:42:36.479 --> 00:42:38.879 Then, as a sub-concept 517 00:42:38.879 --> 00:42:41.929 Random Guide Clump is processed 518 00:42:41.929 --> 00:42:44.829 So the random guide Clump 519 00:42:44.829 --> 00:42:48.179 can't deviate too much from the guide 520 00:42:48.179 --> 00:42:50.379 If you don't like this 521 00:42:50.379 --> 00:42:54.529 In the guide-centered Clump 522 00:42:54.529 --> 00:42:57.379 You can just release the mask numbers 523 00:43:08.929 --> 00:43:12.345 To make it more natural and messy 524 00:43:27.929 --> 00:43:31.179 By changing the numbers in this way, 525 00:43:31.179 --> 00:43:35.779 You can make your hair more detailed and natural 526 00:43:37.079 --> 00:43:40.429 Next we'll add some noise 527 00:43:47.279 --> 00:43:52.079 You can see that each and every strand of hair has noise applied to it 528 00:43:52.079 --> 00:43:56.629 This is a different concept from the noise in Clump earlier 529 00:43:58.279 --> 00:44:01.529 To show high quality noise 530 00:44:01.529 --> 00:44:04.579 The hair segments should be high 531 00:44:09.279 --> 00:44:13.079 Originally, it was 5 532 00:44:13.079 --> 00:44:14.879 As the numbers get higher and higher 533 00:44:14.879 --> 00:44:17.479 You can see the quality increasing 534 00:44:24.529 --> 00:44:28.529 This part indicates the intensity of the entire mask noise 535 00:44:29.779 --> 00:44:32.429 Of course, it can be adjusted with a map 536 00:44:32.979 --> 00:44:36.179 Frequency adjusts the interval between 537 00:44:36.179 --> 00:44:38.479 the curves of the noise 538 00:44:46.229 --> 00:44:51.729 Magnitude can control the width of the curves 539 00:45:02.479 --> 00:45:06.179 After adjusting the noise like this 540 00:45:06.179 --> 00:45:08.929 If you look at the bake options, 541 00:45:08.929 --> 00:45:11.829 You can see that it is checked on live 542 00:45:12.679 --> 00:45:15.779 This noise is applied in real time 543 00:45:15.779 --> 00:45:18.979 The final rendering 544 00:45:18.979 --> 00:45:20.779 must be done with this baked 545 00:45:22.979 --> 00:45:26.929 If not, for every frame, 546 00:45:26.929 --> 00:45:31.879 it will be calculating the degree of the curves 547 00:45:31.879 --> 00:45:36.329 one frame may glitch 548 00:45:36.329 --> 00:45:43.379 It may also overload rendering 549 00:45:43.929 --> 00:45:46.779 Click here to Bake Noise 550 00:45:48.579 --> 00:45:52.329 After changing to Baked, in the path 551 00:45:58.779 --> 00:46:00.229 The path has been selected, but 552 00:46:00.229 --> 00:46:04.379 You should always write down the path clearly 553 00:46:29.829 --> 00:46:32.279 The last stack is Cut 554 00:46:36.029 --> 00:46:38.129 For a more natural hair look 555 00:46:38.129 --> 00:46:41.279 I will make the length of the end random 556 00:46:45.179 --> 00:46:49.329 It is difficult to determine the length of the end due to noise 557 00:46:49.329 --> 00:46:51.479 Let's turn off the noise for a moment 558 00:46:59.529 --> 00:47:01.329 Let me explain this here: 559 00:47:01.329 --> 00:47:05.279 The mask also indicates the overall intensity of the cut 560 00:47:05.279 --> 00:47:09.029 and you can make it with a map 561 00:47:09.029 --> 00:47:17.979 Here comes the important part: rand(0.0, 0.2) 562 00:47:19.379 --> 00:47:21.979 This is an Expression in Xgen 563 00:47:21.979 --> 00:47:23.579 The concept of Expression 564 00:47:23.579 --> 00:47:28.629 means controlling the hair by directly entering commands 565 00:47:28.629 --> 00:47:35.079 The rand in front means random 566 00:47:35.079 --> 00:47:37.829 The numbers are mentioned later 567 00:47:38.679 --> 00:47:42.979 The 0 0 in front of the number indicates the minimum value 568 00:47:42.979 --> 00:47:45.929 The 0 2 at the end indicates the maximum value 569 00:47:45.929 --> 00:47:51.179 That means cut randomly from 0 to 0. 570 00:47:51.179 --> 00:47:55.179 When the length of the head is considered as 1, if 0 is applied 571 00:47:55.179 --> 00:47:59.279 Since it was cut by 0, the length will be the same as the original 572 00:47:59.279 --> 00:48:03.579 If 0.2 is applied, it is cut off by 0. 573 00:48:03.579 --> 00:48:06.179 It will be a head length of 0.8 574 00:48:06.179 --> 00:48:10.979 In the end, this means that the head length is from 1 to 0.8 575 00:48:10.979 --> 00:48:14.379 randomly 576 00:48:14.379 --> 00:48:18.479 You can change the numbers as much as you want 577 00:48:27.229 --> 00:48:31.529 It is difficult to visually confirm the numerical changes 578 00:48:31.529 --> 00:48:34.179 Let's reduce the number of hairs a little bit 579 00:48:47.779 --> 00:48:50.329 You will be able to see the numerical changes 580 00:48:55.579 --> 00:48:59.529 This one hasn't been cut at all 581 00:48:59.529 --> 00:49:05.579 Here we will cut from 0 to 0.8 582 00:49:06.679 --> 00:49:11.429 You can see that it is cut irregularly 583 00:49:11.729 --> 00:49:15.279 Random commands are not only this 584 00:49:17.529 --> 00:49:23.379 Frequency and Magnitude as well 585 00:49:23.379 --> 00:49:28.279 You can enter these numbers in the places where they go 586 00:49:29.529 --> 00:49:31.879 Let's look at Utilities 587 00:49:36.729 --> 00:49:42.629 The most important feature in Utilities is Curves To Guides 588 00:49:43.029 --> 00:49:44.829 When creating hair in practice 589 00:49:44.829 --> 00:49:47.279 Instead of just going into Xgen 590 00:49:47.279 --> 00:49:49.379 we go through one previous step 591 00:49:49.379 --> 00:49:52.679 That is the character's hair dummy 592 00:49:52.679 --> 00:49:56.079 The first reason why you should create a hair dummy is 593 00:49:57.229 --> 00:49:59.279 only when including the shape of the hair 594 00:49:59.279 --> 00:50:01.729 you can get an accurate impression of the character 595 00:50:01.729 --> 00:50:06.229 The second is, by linking the hair dummy and hair guide 596 00:50:06.229 --> 00:50:08.779 in the animation stage, looking at the dummy 597 00:50:08.779 --> 00:50:11.729 You can control the movement of your hair 598 00:50:11.729 --> 00:50:17.729 The third is because from the edge of the hair pile 599 00:50:17.729 --> 00:50:20.029 we take out curves and use that as a guide 600 00:50:20.029 --> 00:50:21.979 The third function here is 601 00:50:21.979 --> 00:50:25.179 done by Curves To Guides 602 00:50:25.979 --> 00:50:30.029 There is also a feature called Guides To Surface 603 00:50:30.029 --> 00:50:31.979 This plays a similar role 604 00:50:31.979 --> 00:50:34.579 It uses nubs modeling instead of polygon modeling 605 00:50:34.579 --> 00:50:36.429 so I don't use it as much 606 00:50:39.029 --> 00:50:41.679 Hair dummy has production conditions 607 00:50:41.679 --> 00:50:46.579 It is easier to draw the curve if you make it in the shape of a pipe 608 00:50:47.279 --> 00:50:51.829 The pipe shape means a cylinder shape with open top and bottom 609 00:50:51.829 --> 00:50:56.279 If you look at it for a moment, 610 00:50:58.979 --> 00:51:00.379 A dummy is created 611 00:51:00.379 --> 00:51:07.729 Here we will select the edge and extract the curve 612 00:51:07.729 --> 00:51:14.229 To extract a curve, Modify - Convert 613 00:51:14.229 --> 00:51:17.779 There is also a feature called Polygon Edges to Curve 614 00:51:17.779 --> 00:51:23.129 But because this function can only generate one curve at a time 615 00:51:23.829 --> 00:51:27.179 I'm using the modeling tool I mentioned before 616 00:51:36.779 --> 00:51:39.429 I will select Duplicate Edges 617 00:51:46.329 --> 00:51:48.629 Back at Curves To Guides 618 00:51:48.629 --> 00:51:52.479 Select a curve and choose Curves To Guides 619 00:51:52.479 --> 00:51:56.129 I will uncheck Delete Curves 620 00:51:56.129 --> 00:51:58.429 Click on Add Guides 621 00:51:58.429 --> 00:52:02.379 You can see that the guide has been created 622 00:52:02.679 --> 00:52:05.429 But the shape is a little strange 623 00:52:05.429 --> 00:52:09.029 It doesn't fit the curve and is stuck to the floor now 624 00:52:10.479 --> 00:52:21.179 Let's take a look at the contents of the curve Control Vertex 625 00:52:22.579 --> 00:52:28.929 If you look closely, you can see the shape of the control points 626 00:52:28.929 --> 00:52:31.629 Here you can see a square thing 627 00:52:37.379 --> 00:52:42.929 Curves, uniquely, have the concept of a start point and an end point 628 00:52:43.179 --> 00:52:47.579 This square point is the starting point 629 00:52:47.579 --> 00:52:51.529 This starting point is the direction that should go to the root 630 00:52:53.479 --> 00:52:58.680 If you look now, the starting points are all at the ends of the hair 631 00:52:58.680 --> 00:53:02.230 Let's change the direction of this Select all of them 632 00:53:02.230 --> 00:53:07.780 Curves - Reverse Directon 633 00:53:08.180 --> 00:53:13.430 If you check again, you can see that it is at the end 634 00:53:13.430 --> 00:53:16.130 Then just delete this guide with the Del key 635 00:53:17.730 --> 00:53:20.880 Select the curve again and Add Guides 636 00:53:21.930 --> 00:53:25.080 You can see that it has been properly changed 637 00:53:26.430 --> 00:53:29.480 You can also add more guides here 638 00:53:31.280 --> 00:53:33.980 After adding to the middle part, 639 00:53:35.730 --> 00:53:37.780 When added, the guide 640 00:53:37.780 --> 00:53:43.180 is created to match the existing guide shape 641 00:53:48.780 --> 00:53:51.680 This concludes the explanation of the basic functions required for hair 642 00:53:51.680 --> 00:53:54.530 Let's try making it ourselves 643 00:53:56.630 --> 00:54:00.630 How to make Xgen hair 644 00:54:01.230 --> 00:54:05.830 I duplicated the model for the scalp to plant hair on 645 00:54:05.830 --> 00:54:10.630 I smoothed it out because I thought the face was too wide 646 00:54:11.480 --> 00:54:15.780 Because PTS files are pixelated on a face-by-face basis, 647 00:54:15.780 --> 00:54:19.430 It is better to distribute the density of the face appropriately 648 00:54:19.430 --> 00:54:22.680 Instead, delete useless faces 649 00:54:23.780 --> 00:54:27.180 The guides are planted at equal intervals 650 00:54:27.180 --> 00:54:29.030 The hair of the character I'm making now is 651 00:54:29.030 --> 00:54:33.380 a simple shape, so I applied clumping right away 652 00:54:37.380 --> 00:54:40.580 One is centered around the guide and one more is added 653 00:54:40.580 --> 00:54:44.030 The remaining one was made in random form 654 00:54:44.680 --> 00:54:48.230 I tried various methods, and because my hair was short 655 00:54:48.230 --> 00:54:50.830 Clumping centered around the guide 656 00:54:50.830 --> 00:54:53.280 didn't suit the look I was going for 657 00:54:53.280 --> 00:54:58.280 So I created two randomly centered clumping 658 00:54:58.280 --> 00:55:01.730 Instead, one creates a slightly tighter clumping 659 00:55:01.730 --> 00:55:04.730 compared to guide-centered clumping 660 00:55:04.730 --> 00:55:08.380 The other one was made with very tight clumping 661 00:55:11.080 --> 00:55:13.130 So the hair group 662 00:55:13.130 --> 00:55:17.330 can obtain a disheveled shape 663 00:55:22.580 --> 00:55:25.880 Applying shaders supported by Redshift 664 00:55:25.880 --> 00:55:28.130 I'm trying to figure out the feeling 665 00:55:29.080 --> 00:55:30.880 When the light shines from behind 666 00:55:30.880 --> 00:55:32.980 To create a transparent feeling 667 00:55:32.980 --> 00:55:35.930 You can increase the value of Transparency 668 00:55:36.580 --> 00:55:39.580 Where the surface bends sharply 669 00:55:39.580 --> 00:55:41.730 The hair density seems low 670 00:55:41.730 --> 00:55:46.130 I added one more Description only to the part that bends 671 00:55:49.730 --> 00:55:52.530 The default camera settings when rendering 672 00:55:52.530 --> 00:55:55.330 will have a lot of distortion 673 00:55:55.330 --> 00:55:58.830 Set the camera's Focal Length to around 80 674 00:55:58.830 --> 00:56:01.330 I recommend keeping the camera height 675 00:56:01.330 --> 00:56:04.080 the same as the character's nose 676 00:56:04.080 --> 00:56:07.530 Then the distortion will be reduced considerably 677 00:56:15.630 --> 00:56:19.280 This was the Xgen hair production process 678 00:56:21.180 --> 00:56:24.980 Let's summarize what we learned in this lecture 679 00:56:24.980 --> 00:56:27.980 First, we learned the features of Xgen 680 00:56:27.980 --> 00:56:30.630 needed to crate hair 681 00:56:31.180 --> 00:56:34.330 Second, I created Xgen hair 682 00:56:34.330 --> 00:56:36.530 The hair created in this lecture is 683 00:56:36.530 --> 00:56:38.780 a very simple type of hair 684 00:56:38.780 --> 00:56:40.530 Depending on the different hairstyles 685 00:56:40.530 --> 00:56:43.280 The method of production also changes slightly 686 00:56:43.580 --> 00:56:48.180 It is impossible to learn all the hair styling techniques 687 00:56:48.180 --> 00:56:51.930 If you have a good understanding of the features discussed in this lecture, 688 00:56:51.930 --> 00:56:53.530 you can apply it yourself 689 00:56:53.530 --> 00:56:56.930 to solve those problems 690 00:56:57.380 --> 00:56:59.680 I think it's the same in all fields, but 691 00:56:59.680 --> 00:57:04.080 For a modeler, there is no virtue more excellent than consistency 692 00:57:04.530 --> 00:57:07.580 Always have affection for the characters you create 693 00:57:07.580 --> 00:57:09.980 I hope you continue to move forward steadily 694 00:57:09.980 --> 00:57:14.130 This concludes the entire lecture on character modeling 695 00:57:14.130 --> 00:57:17.130 Thank you for your hard work 696 00:57:18.430 --> 00:57:18.930 Get to know Xgen features - Xgen's various features Powerful plugin for creating and controlling hair and large numbers of objects 697 00:57:18.930 --> 00:57:19.430 Control Type: a method of controlling the surrounding hair after installing the guide or using Expression 698 00:57:19.430 --> 00:57:19.930 Guide: A device for controlling a large number of hairs at once 699 00:57:19.930 --> 00:57:20.430 Petches Building Menu: Create planes to add or remove hair 700 00:57:20.430 --> 00:57:20.930 Add Selected Faces: You can create additional faces wherever you want 701 00:57:20.930 --> 00:57:21.430 Bind Faces Based on Map: Generate hair based on the texture of the selected face when the texture is generated 702 00:57:21.430 --> 00:57:21.930 Density: Sets the number of hairs generated per unit area 703 00:57:21.930 --> 00:57:22.430 When selecting an attribute, set the curvature, directionality, and inclination according to the options 704 00:57:22.430 --> 00:57:22.930 Modifier CV Count: Used to segment the hair 705 00:57:22.930 --> 00:57:23.430 Taper Start: You can control the point where the tapering begins 706 00:57:23.430 --> 00:57:23.930 Rebuild: You can modify the number of cover points 707 00:57:23.930 --> 00:57:24.430 Region control: Used to create hair part shapes 708 00:57:24.430 --> 00:57:24.930 Custom Shader Parameters: Change color depending on the head part 709 00:57:24.930 --> 00:57:25.430 Clump Effect: Control the shape and intensity of the clump 710 00:57:25.430 --> 00:57:25.930 Offset Effect: Controls how far the hair clump deviates from the baseline 711 00:57:25.930 --> 00:57:26.430 Curl Effect: Used to create curly or permed hair 712 00:57:26.430 --> 00:57:26.930 Noise Modifier: The intensity of the overall mask noise 713 00:57:26.930 --> 00:57:27.430 Frequency: Controls the frequency of the noise's curves 714 00:57:27.430 --> 00:57:27.930 Magnitude: Controls the width of the curves 715 00:57:27.930 --> 00:57:28.430 Expressions in Xgen: Control hair by directly entering commands 716 00:57:28.430 --> 00:57:29.630 How to make Xgen hair 717 00:57:29.630 --> 00:57:30.880 Creating Hair with Xgen Duplicate modeling for the scalp to plant hair 718 00:57:30.880 --> 00:57:32.130 Since the character's hair has a simple shape, we immediately applied clumping 719 00:57:32.130 --> 00:57:33.380 One is centered around the guide, and the other is made in a random form with additional features