Tutorial Creating lifelike hair

from the cold northern regions of Groningen. [w] www. though most things work similarly in any version. 5 With all polygons selected. but who’s got two years to spend on perfecting the technique? Shave and a Haircut is a powerful 3D plug-in that has a cult-following among animators. also known as Naam. it’ll ignore the Cinema 4D-specific settings of the Compositing tag.maxon. 3 will ignore it. load in your favourite character model. Since Shave is using its own renderer. this rendering system for creating all types of fur and hair plugs right into Cinema 4D or Maya and has been used in films such as X-Men 2. the styling and rendering of realistic hair still remains an involved task for you and your computer. Be generous with your selection because it’ll be easier to remove them than to create extra polygons later on. Luckily. Select the polygons of your character that should grow hair.5. R While a plug-in such as Shave and a Haircut makes the hair-creating process a lot easier. Expertise provided by Bastiaan Hooimeijer. Add a Gel tag to the head Double-click the Shave Hairstyle tag and set . use Shave’s Grow object (with Shave’s Add Gel Tag function). You’re now ready to start styling. Cinema 4D automatically creates a Texture tag with a Shave material named after the mesh. Select it in the Object Manager and rename it. select Edit Surface>Split. the Netherlands. Feature films like Monsters Inc. which will be the scalp. and Brother Bear demonstrate what’s possible these days. visit [w] www. but we have to assume a certain degree of experience with Cinema 4D's most basic tasks. double-click it and turn on Collision Detection. 1 polygon object will be created from your selection. and a Polygon Selection tag.SECTION THREE: PROJECT Creating lifelike hair We show you how to model a head of realistic 3D hair in Cinema 4D and Shave and a Haircut… ealistic hair has always been hard for a computer to simulate and despite huge advances in software. Give it a Compositing tag with all Give the scalp a Stop tag so the HyperNurb Normal Move tool in polygon mode) remodel the scalp slightly so it just about disappears below the skin. options turned off to hide it from the renderer.com Part 1: Preparing the model You need hair before you can style it. as well as some basic knowledge of the Shave Editor. and let's start grooming… To find out more about Shave and a Haircut or Cinema 4D... find the head mesh.happyship. So. you need to use the Compositing tag and not the object's small ‘visibility dots’. Tutorial Creating lifelike hair 6 Collisions to Full. The character used in this tutorial is Fred. but you can use the characters Meg and Otto which come with Cinema 4D.net. it’s still a complicated business. A new Using the Context menu (right mouse button. 2 or the [v] key). because you still want the hair itself to be visible. a Shave Hairstyle tag. Fred is not provided as a download due to copyright issues. Shave tags In Step 3 on the right. 4 Using your preferred modelling tools (try the Hair function. Don’t bury it too deep. Developed by Joe Alter. who has been created by Dutch animation studio Happy Ship.5 and Shave 2. Naam is an animator and character designer at new animation studio Happy Ship. we have some handy guidelines to help you follow this process. We're using Cinema 4D R8. you can safely remove any other tag. Vertex Maps excepted.

Cinema 4D will freeze. if you want to concentrate on just the selected group of guides. to make more refined adjustments. 9 Fred takes real good care of his hair. each time selecting a new cluster of hair and brushing them down and into shape. Make sure the roots stick out of the surface instead of following it. click on Shave’s Edit Hair button. And in case you inadvertently ‘lose' some hairs because you've scaled them down too much. select the next row of hairguides. Thanks to the Collision Detection. The viewport will respond in real time with an illustration of the effect. Styling tools Using the Puff Roots tool is very good for making the roots stick out.Tutorial Creating lifelike hair Part 2: Styling the hair It’s time to get involved with those tantalising blue lines… Head-on collisions If you have other objects that you need to see inside the Shave Editor. Switch to the Scale tool if you need to change their length. like headgear. and brush the hairguides downwards with the right mouse button. It’s already selected. tweak the style of the individual hairs When you’re satisfied with the shape of the needs the Frizz and Kink parameters to be quite small. Display options You can use the [d] key to flick through display types – possibly you need to look beneath the skin now and then. Using the Shift and Ctrl keys. 6 Work your way through the hairguides like separate from the main volume. You’ll probably want to leave collisions off for these reference objects – they can be helpful for styling. you can style the hair without it intersecting with the head. select the bottom-most row of hairguides. so he . 5 into form. so simply The first thing you need to do is move all hair case deselects all. press [i]. 1 click the right mouse button in the viewport and move your mouse straight up. turn off Collision Detection in the Shave Editor. press the [s] key to split it off. use the [b] key to define a brush size. bottom to top. and the Shave Editor will come up. 8 guides. With the Shave Style Tag selected. 3 Press [i] to invert the selection. Also try brushing different parts Use different brush sizes to model the guides this. [i] to hide the other guides. Also. but they can also be in the way. Use Shave’s Preview function for a rudimentary preview of the overall effect. [-]. 2 out of the way. Conversely. Press [\] (backslash) to show all hidden hairs again. Once you’re fairly satisfied. 4 selected. not just the tips. you can use the [m] key to merge a group of guides back together. simply add a Gel Tag to them as well. or a collar. 7 If there’s a lock of hair that needs to be with the sliders to the right. Once a decent row of hairguides has been of the hairguides. which in this Enable Brush Mode and Select Whole Strand. which is important to prevent rendering artefacts. use the Pop Zero button. and other tools like Clump. If your hairguides start jumping around. The Clump tool can be used on any part of the hair.

Don’t worry about it tiling over the rest of your mesh. but increase it if you need softer.. and speed up rendering by disabling Use Render LOD. Create a new standard material. 14 object. with . This is a great way to fine-tune the Don’t forget you can still remodel the scalp to further refine the hairstyle. Bear in mind. The Preview function is now pretty close to the final rendering. Tutorial Creating lifelike hair 3 mapping set to Flat. and make sure to position the bald spot. 15 between Cinema 4D and the Shave Editor You’re probably going to want to switch Part 3: Using a cut-length map Or how to give Fred a bald spot. But remember to turn it back on when you're defining the haircount.. with darker roots and yellowish Mutant Hairs. We’re going to use this material as a proxy for where the model should have his bald spot. 2 it goes from black in the centre to white on Set the gradient to 2D Circular. The Self-Shadow parameter can be used to make hair more solid. 12 amount of hair you want. 10 overall appearance of the hair. The parameters mostly speak for themselves. and double- Let’s get back to Cinema for some more the default is often enough. you may want to see the hair instead of just the guides. and add a gradient shader to the colour channel. that for very thin individual hairs. Just some more than On the Render page.View your style While tweaking the hair settings inside Cinema 4D. you should make the placement of the hairguides. you need to define the with the remaining settings. You can use the Knife tool to add more polygons. because only the central gradient matters. The Thickness parameters play a big role in the click the Hair Material to set the hair colours. Fred’s hair has a pinkish hue. 11 tweaks. and thus hairguides. Click on Done and OK. Do this by selecting Hair inside the Shave Hairstyle tag. You can speed up editor feedback by setting the viewport LOD (Level of Detail) to Low. for something like a parting. use the Texture Axis tool Apply the material to the scalpel and. more transparent hair. That way the hair in the centre of the gradient will be the shortest. 13 last tweaks to the actual shading of the hair Still on the Render page. 1 the outside. you're going to have to increase their overall count in Step 12 on the right. though. Keep Hair Depth set to at least 3. so use it to your advantage.

4 Shave’s ‘Add Light Tag’ function to make it With one of the spotlights selected. you need to add an Environment To make Shave actually calculate the hair place and lit attractively. Readjusting the bald spot Chance is. A new UVW tag will be generated and placed on the scalp object. You can skip copying the gradient shader if you don't change it. use object to the scene. and the target so the Key light is the main lightsource.. so make sure it’s the one you just created. will reference the first UVW tag it finds to the right of itself. set its Shadows to Soft. but that’s up to you. Undoubtedly.. 6 Channel menu. the bald spot isn't placed correctly at the first go. and render the result. You now have three spotlights all pointing at a target Null. 1 and duplicate it twice by Cmd/Ctrl-dragging it in the Object Manager. 2 Colour the lights slightly. 4 call the ‘Generate UV coordinates’ function Once you’re satisfied with the placement.. and the Rim light creates a nice ‘silver lining’. and set the proxy Material tag's mapping back to Flat.Tutorial Creating lifelike hair Part 3: Using a cut-length map continued. Cmd/Ctrl-drag the tag this creates to the other two lights. ca•p 6 And finally. ‘Fill’ and ‘Rim’. set the mapping of the Shave Material. 5 the Shave Material tag to UVW Mapping. Your hair is in . so that you take full Make sure that all three lightcones are neatly actually illuminate the hair. and just take it from Step 4 next. Experiment all you like. from the Texture menu in the Object Manager. go to the Style page of Use Copy Shader from the proxy Material’s Part 4: Lighting and rendering Attractive lighting does half the job of creating great-looking hair. you’ll want to tweak the setup to make it really work. To readjust the gradient's placement. 5 shadows. Create a Shave Shadow Material (File>Shave>Shadow in the Material Manager) and drop it onto the Environment object. Next. simply remove the UVW tag. Create a Target Light. Position the lights advantage of Shave’s shadow map generation. It If it isn’t already selected.. and place the gradient in the ‘Cut Length Map’ channel with the Paste Shader function. the Fill light fills in remaining dark parts. Rename them ‘Key’. Reposition the gradient with the Texture Axis tool. 3 fitting the head and hair. You can scale up the lights to make this easier to see. render the result.

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