For anybody struggling with this as I was - when dragging the Clump Hair Curves modifier onto the hair - it might be applying it on the Hair Surface rather than the hair curve object, make sure that you either temporarily hide the hair surface and then drag it over, or make sure x-ray (see-through) mode is disabled, and then drag, or rotate the model so that where you drag + drop is only intersecting with the hair stands and no other object is sitting behind it in your viewport.
Finally! I've been rewatching your previous videos endlessly but still ran into problems with female hairstyles. This video just solved it all. Thanks!
all great, but what I wanna know is how to actually be able to use them for anything else than static shots. For example, how to rig and animate such hair (not just simulate some little wind movement)
For anyone having a hard time with the interpolated modifier, all you have to do is increase the density. for me, I had to increase it up to about 100,000 for anything to show up.
For those of you looking to work slightly faster, once you're done with the comb tool press alt-a to deselect the strand you worked on, than select the add brush to add new strands.
Really good tutorial. Though like many on here, I hit a hurdle, going well until switching in Eevee from strands to strip (6:31). This makes the hair thicken, tried going on further with the tutorial but character looks more like Bob Marley than the girl from The Ring. Can't seem to find the solution, seen several post online but no answer. Knowing Blender there must be a toggle button somewhere. Using Blender 4.
you need to apply the Set Hair Curves node from asset browser and from there you can control the shape and thickness of hair strands (I ran into this same issues and it took forever but here's the solution!)
Pixelica, you should try Dyntopo on the top right, when you're sculpting your reference mesh. It creates geometry as you sculpt, instead of having to continually remesh.
That would stress your hardware and introduce lag since its remeshing on runtime, you can manage polycount by working with voxel remeshing manually is better generally IMO, sculptors usually use this option.
I love it, but why didn't you interpolate when placing some of the initial hairs? I feel like you should've interpolated the first hair and slid/adjusted it repeatedly to get through that process 20x as fast.
Thanks to the author for the tutorial. My laptop 3070 is a bit laggy in this exercise. I'm currently using blender 4.1. What computer configuration do you use? Very smooth!
great video really helpful but what about exporting it out of blender as an alembic file for exemple ⚠update: it's actually easier than I thought 1st of all, u need to apply all the modifiers. next after selecting all your hair cure, under object, covert and particule System, last thing is exporting it as .abc file
I tried to do this from memory after watching the video a while ago and was having trouble because I had a weird clipping issue with the hair going through itself. After watching to the end again my mistake was super obvious, I forgot to change the hair radius in the hair curve properties.
Hey mate great video! Hope you can help me here, I see that you used 2000 in the density and you got the girl from the ring density already haha but I have to crank up that number up to 1000000 to make it a little closer to what you have, any idea why is this? What is the scale of your model? Can't figure it out, thanks!!
Very nicely done tutorial, Pixelica! I have just stumbled upon a technique that, if it works, and, if I make a tutorial out of it, I am going to credit both you and another user, Rakenval, for getting me pointed in the right direction.
@@PixelicaCG Thanks! I just mentioned to Rakenval that there's still a couple of things to work out, and also, I've been having trouble with my computer as far as getting my audio to work properly....outdated drivers, I think. It'll be a bit before I do the full tutorial, but when I do, I'll let you know when it's up. :) Thanks again for pointing me in the right direction.
Does the hair made in this tutorial follow gravity and physics, for example if an animation was made to brush the hair aside using a hand, would it move realistically? Same question for wind and also blood splatter colourijg the hair (or dirt)
This video is amazing; it really helped me. I have a question about how can I export this to another program, if someone could help me I really appreciate it!
Hi I have a question and hopefully someone can help me. When I add the Interpolate hair curves to the hair and choose the hair surface as surface, only one strand of hair is shown. Even after weight paint and increasing the density, I only see one hair...
It might have something to do with scale, I had real life size for the head and was having the same problem. After scaling everything up and applying scales, it worked.
Great video man! From your point of view, compared to Xgen, do you think Blender has reached that level of control/quality? I'm quite new to hair and grooming in 3D, and I'd like to know if is worthy to invest time in learning Xgen or if I can have AAA/CGI quality hair now with this new system. I know that what makes the result good is pretty much the artist, not the tool, but since Xgen is the mainstream for professional hair creation, I'd love to hear from your perspective about the Blender tool. Thanks in advance bro!
When I use the slide brush I can move the curve to another position, but when I release the mouse button the curve returns to its original position, it does not maintain the position I changed. Does anyone know the reason for this?
The tutorial is awesome but I keep running into a problem. Part by Mesh Islands doesn't work. It makes no difference for some reason, any ideas why that might be?
i dont get it do you have any other video to understand this whenever i try to drag and drop hair interpol.. it keeps getting hide and i tried closing blender to but didnt work plzzz help anyone
Hey so i followed this but the moment i clicked out i couldn't get the hair brushes anymore, whenever i go to sculpt mode i just see the standard sculpting brushes, googling didn't help much either, can you help? Thanks
Hi there. I've been following along with this a bit and it seems like if I duplicate the section of the scalp from a premade model from a game - the curves are hugely thick. If I change it to a strand instead of a strip then it seems to look just like most of this video. However, when I add the modifiers as you've done it's far different. Noticeably less. I have to add 20000 to interpolate hair curves to get something decent looking. But after the others modifiers they stay looking a bit like dread locks... Any idea how to solve this? If I try to make the scalp from scratch it's a bit clunky and you can see it sticking out of the model in some areas even through the hair. Tks
I want to create hair to use in a different program, I've seen various video's about converting to mesh and hair cards and particle system, but they either skip steps, don't tell you the steps or don't actually convert for exporting to obj.
@@redjc99 When I did the UV unwrap and then tried to proceed, I got another error, something about overlapping islands. This is so frustrating. My artistic inspiration is lost now, due to hours of technical troubleshooting.
@@basspig Go to the UV editor workspace via the tab at the top. In the window on the right, hit A to make sure that all the vertices of the mesh are selected. Then do the same in the left window. Once all of them are selected, hit the UV drop down in the left window. It is next to View, Select, and Image. about halfway down there there is a function called "Pack Islands." Click that. A pop up should appear. All the base settings should be fine. If you want to be safe, you can change the Margin to something like 0.003. Click okay, and the UV islands should be packed so that none of them are overlapping.
very good tutorial. at all Blenders Hair system is getting more complex in order to make it easy !? and export ? no one thought about export this into game engine,..so we can groom super hair but useless at the end. i hope Blender do some rework into this hair system. i was satisfied with particle hair system, you could add multiple hair layers and groom it, the only issue was export, this isnt fixed sad blender dev's dosent see this
It works properly only if your model has a giant size (2-meter head, for example), but if it has normal human size, character looks like plucked chicken, even despite the small values
Great video! However, Ive a problem here. When i switch to EEVEE and Strip, the hair winds up very very thick. Looks like rasta hair, and i cant for the love of my mother find out how to decrease the thickness??
Hi and thank you for the tutorial! When I create another curve and want to sculpt it it affect the other one I already placed and positioned. Is there a way to isolate the curve and work only on one at the time? Thank you for your answer!
Hair is a real nightmare to get something nice. I did this tutorial like so many others and I understood and applied the technical part but it still looks like nothing. What I do for the hair since I get nowhere with the particle system are planes with a simple particle system as a texture on a plane with a hairbdsf and I make a render then I tighten it as a texture and I create a normal from this then I apply my plans on the head.
Apparently you have to delete the clump and interpolate modifiers, then UVUnwrap the scalp, THEN apply the clump and interpolate modifiers. Had the same issue. Seems to be an issue with the latest version of Blender?