Комментарии:
Thanks for tutorial. If we have so many of these model in game does it effect on fps ?
ОтветитьThank you . But is unreal groom plugin only support on pc platform? because when i turn the preview render level to android or ios, the hair disappeared.
ОтветитьI’m a Environment artist, what if we turned this hair into an environment?
ОтветитьThank you, you just earned a new sub.
ОтветитьY is up. I don't argue. Basic deduction of why Y should always be up? Because if you have 3 co-ordinates you must first determine the two dimensional axis first. X is your left to right axis. Like the way we read. Next letter in line would be the Y up defining the other dimension in 2d space. Now you have your flat orthograph. Finally in proper alpha order you would then add the third dimension which is z which is the depth from the 2d perspective. The order is correct. When Z is up it basically implies that 2d is always from the top looking down. I suppose that its why Archviz was dominantly in 3dsmax ... since Archviz visualizes top down. Where as character animation was mostly in Maya which is usual profile view for poses.
ОтветитьThough this the manual rotation is a solution for the hair, ultimately, you have to work it out before import so that if you bind the hair for physics/animation, it binds correctly right?
ОтветитьHad to hit the like after you said, my channel, my law. lol
ОтветитьI agree with the axis orientation like.. the real human world Thank you for this!
ОтветитьGreat video bro, have you managed to export groom with uv for example for an animal with specific texture in the fur?? Like a jaguar and the groom in unreal looks like the skin pattern texture??
ОтветитьBoom !
ОтветитьI used this method over a year ago to create hair for my Hercules character, i had to watch a bunch of tutorials to understand the full process of going from Xgen to Unreal, a few extra things to add, if you want to use a texture to color the hair like for the scalp of a character or for an animal then you need to use a special exporter created by Epic that exports RootUV's, normally it only export the hair uv's instead of the uv's from the scalp. There are also other things that can be done like adding lods, hair is optimizable in UE unlike haircards so you can decrease the amount of instances or guides used in animation, on my character i made a custom gravity field in order to create wind. I remember i couldn't add a tube like effect to the hairs like how Xgen has it build in, i could get the u that goes along the hair but not the v, i remember fixing issues with short hairs looking crooked by lowering the nr of points as Xgen would import all hairs with the same number.
ОтветитьI already tried, but it's really bad to apply the groom with physics, it destroys everything, it's a mess
ОтветитьAre you able to bind the groom to a mesh successfully in UE5? My groom is offset from the mesh (this doesn’t happen in UE4.27).
ОтветитьGreat tutorial sir, may I ask how to use texture for hair, example tiger pattern etc. plugged RGB texture to base color doesnt work. Thanks again
ОтветитьWhen exporting from Cache, I get an error 'no valid xgen node specified'. I'm selecting the description in the Outliner.
Ответитьlove the tutorial, just what I needed. I come from an unreal background but know little about Maya so this helped.
Off topic: anybody know what chair that is?
Hello, can u share this hair ue assets as well please?
ОтветитьThis video kickstarted some experimentation that has led me to successfully import a self-made animated rig with hair and fur that reacts to both gravity and air resistance.
Great stuff as always!
Lmao can’t argue with logical orientation
Ответить👍👍👍👍👍👍👍
ОтветитьYour title is cheat. Because we still need third party software.
ОтветитьYOU COULD MAKE A TUTORIAL HOW TO EXPORT THE .ABC WITH ROOT UV FROM MAYA TO UE???
ОтветитьTrying to understand the format Unreal needs to be recognized as a groom. I understand it needs to be an ABC file......I was under the impression it can't be a mesh it has to be a particle file. I am trying to take a hair mesh made with reality capture complete with high resolution texture and import to Unreal engine as groom. Is Maya converting the polygon mesh to particle file?
ОтветитьHi J, I have question about export hair from new blender to UE5 ? I make smome grooming and I can't open FBX in UE. Could You help me ?
Ответитьi need some advice on my hair dreads on my channel with collision
ОтветитьJust came to say that you're absolutely right that every 3D software should use the same coordinate system and I am ready to die on this hill with you.
ОтветитьIs it possible with characters animated by livelink?
ОтветитьDude ur not Creating hair ~ ur editing the hair that you've done !
ОтветитьWhen I load your hair master material into Unreal it just shows up as flat black without any color or anisotropy like yours. Any idea why?
ОтветитьWhat if we want to import stylized beard for instance? How do we conform (skin wrap) the beard to the face of MH?
ОтветитьAmazing tutorial. Thank you for the hair material download. Do you happen to have any info on making a material for hair cards? So a shader that would include maps like ID, Depth, Normals etc.?
Ответитьmy groom is acting weirdly when i scale my skeletal mesh up to 2x. apparently the scale of my character was wrong during asset creation in maya, but i already did all the grooming with that, and when i scale him up in UE5 (i'm using a binding uasset) the groom hairs just begin acting weirdly, like they're all pointing outward. is there a fix for this?
ОтветитьPlease don't use groom hair in a game. Use mesh hair or hair cards. Groom is fine for cinematics but no studio would ever use groom hair in a game
ОтветитьYou are a hero man, thank you so much for this content!
ОтветитьZ is up dude.
ОтветитьAwesome info! I would like to know if the hair imported tounreal will follow the character animation. Thank you so much
Ответитьwith regards to the A value of the Lerp coming off the Noise branch should that be set to 1?
ОтветитьCan I use this way for a game character in UE5?
ОтветитьIs this viable for games?
ОтветитьAmazing video!! ( Random Question though ) in the thumbnail of this video, What font did you use to write "Hair"?
ОтветитьGreat video man! I just have 1 question, how can I get the "DLSS Setting mode" in viewport option as you have? Just to be clear, I installed DLSS plugin and enabled that in plug-ins settings...
ОтветитьIf Unreal says it can't import the cache, it might be that the groom preset has been turned off. I had this issue and turned it on and it imported.
ОтветитьI just started using Xgen and Hair/Fur in Unreal..This was extremely helpful...but when it comes to say....a Bengal Cat...I create fur for it in Maya..import the hair as groom in Unreal...but the doesn't match the body....due to its patterns on fur...so how do I create fur material in Unreal?
Ответитьis it suitable for games ?
ОтветитьYou say one does not need Maya and you start with Maya. Maya is prohibitive for many people. It is no surprise that UE can do awesome stuff with awesome hair created in overpriced Maya.
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