3Ds Max - Hair - Part 1

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In this video I will show you how to model hair in 3D Studio Max.

Hello in this series of videos, I'll show you hacking, crate hair in 3ds max now. There are two main ways to grade here through meshes and to splines and each have their uses. For example, if you know credit for an animal, it's best use a mesh they're going to create a long hair like a ponytail, it's best to use splines. You can also use the hair system for things around here, such as grass leaves spikes and feathers. So before I get into any details, let's cover some of the most important things know about here and fur. So first I'll just create a plane, and this is an example of using here and fur on a mesh. So I can go all the way down here and here in fur world space modifier, when I want to put it right here for quick access. So I just click on configure modifier sets. I will increase the number of total buttons to 28 and scroll down here. Find here and fur and drag it and drop it here on the bottom right, ok and now, let's be able for quick access. Ok, so that's the first method, creating hair and fur out of a mesh, and now for the second method, splines are going to click here on shapes line here where it says, start new shape. I will turn this off and what this will do is, if start new shape is on. Let'S say I click several times here and then start looking again, you can see there's actually two different splines, but if I turn off start new shape when I right-click here and end this line, if I click again, it's part of the same object so using this Method, it means that I can have all the splines that clearly part of one object without having to go later in here and attach and attaching them all together if they were all created separately. But now with these flying, selecting a seam click on here and firm, and now we have the hair coming out of these splines as well. So here are the two methods that we can use to create here now. One very important principle for hair creation is interpolation. Interpolation, as it applies to here, is how the hair is interpreted between each guide. Now, when you create splines, each of these splines serves as a guide to the hair. It pretty much tells the hair where it needs to be and how it moves. If I go back to your general spline, this warning pops up, but it's okay. We can click on yes notice right now, I'm in vertex mode under editable spline, but I can't really see the hair. If I click here shorten result on and off, I can actually see the hair the hotkey I have set, for that is space. So now, if I move these splines, you can see the hair follows I'll press ctrl a to select all the vertices and smooth them out and now I can actually control the hair using these vertices, so these splines are acting as guides for the hair. Now the reason I here doesn't seem to be following it too. Closely is because, if I go into the hair settings we have some settings, Chetak interfere with how close these follows, for example, random scale by default. Here, it's a 240. If I right click here notice, how now the hair follows a lot better, because we've got rid of all that random scaling. Another thing that modifies how close the hair follows is here in the frizz by default. Frizz tip is set to a pretty high value 830. If I right click here and also the hair follows a lot better now as well, and in order to make this easier to see I'll just go here under display and turn off, display hairs and go into guides. And now we can see the guides coming out of every single vertex, so these are actually control how the hair behaves. So the hair is pretty much interplay between every single guide. Now we want to keep a template on, because if we turn this off we'll get very few hairs and the same goes for the spine method. If I turn and circle it off, you pretty much just get one here for every single spline, even when using the multi strand parameters. Here, it's still not enough hair to get a good, dense, realistic effect. So definitely interpolation is something you want to keep on, where you kind of have to understand how it works in order to use it effectively, and it's especially important when you're using splines and to give you an example I'll just create a sphere here and I'll just Center, this now I'll go into shapes line and now I'll right-click here and I'll turn our vertex to activate face. So now I have face snapping on I'll just set this to be smooth for both of them. First s activate the snap toggle and now what I can do is simply click the splines. On top of this sphere, let's say that this sphere is a person's head and I want to create a hairstyle on top of this. So I'll just click here there we go right-click to exit finish this line and just go here. So I'm trying to create these bangs here. Of course, you will have all types of hair, but for this hairs that I want to be have these kind of clumps here and I'll also create a clump right here, all right, so there we go now. I will select all the splines to deselect this sphere and alt Q to isolate this. So here is a basic hairstyle. I want it to be a clump of hair here and a clump of hair here so before I select all of these splines and apply here in the fur. I want them to all be one object, so I will clone these off to the side here and what I will do is click on attach and just attach them all together. All right, just like that and now I'll apply, hair and fur and notice how we get. This was all right here. So, of course, first thing I'll do is just turn off random scale, as well as frizz and notice how the hair does not only seem to fall in the splines very well, and I shall reason for this. If I go back into line and I go into spline level and right here in the selection, you can see it says: zero spline selected - if I select this spine here - notice, how it says spline one selected. If I select this line, it says spline, four selected and five, two three and six now the number of the spline here is the order in which I attached it, and you remember that I attach them not in order, but I went back and forth here, which Means that now we have this kind of messed up spine order. Of course, this one is fine number one, because this is the one I selected before I clicked on, attach I selected this finally with an individual object and then attach the other ones, which means this is the first one and the proper method for this is. I will once again clone the cells and this time we'll attach you in the proper order, so I'll click on attach and attach them logically and once again, I'll apply here in fur and turn off random scale and frizz and notice. How here we get a much better results, but of course, between 3 & 4, 3 & 4. We still get this interpolation between here. However, on the 1 2 & 3 & 4 5 & 6, we get a much better. So you can see all the hair is following a lot better, but the downside using slides that we get this interpolation right here, because it wants to go from 3 to 4. Now, when you're using splines, there's no way to really fix this interpolation effect. What I can, however, do is select these slides and scroll down here and detach them as a separate object. I now what I can do is select both of these spines and add here in the fur, and now I get a much better result. Of course, once I turn down the frizz and the random scale, it follows the spine very accurately. So this is how you can get around the issue of interpolation is to select every single clump of hair that you want and make a separate spine object. You get the accuracy that you need. Another thing to note is that when you use splines as hair growth objects, you can't do any styling here. I also want to go into the styling panel. It'S all grayed out here they cannot style it. And, of course, this is because the edible splines act as the guides, and if you want to style the hair, you actually move the vertices around and that second style here using splines and now I'll show you how you can control tribulation using meshes. So here is the original sphere, I'll just add a poly. On top, I will select. Let'S say these polygons and detach is clone, and now I will isolate these objects. First thing I will do is select this edge down, rink loop and remove, and once more now get this much simpler result right here and I want to select these splines and attach them together again and then I'll select this mesh and hair and fur. And I will once again turn off the random scale and the frizz, and I will just decrease the hair count here and increase the hair segments to something like 24 or higher. And now I will do is go under tools. Re comb from splines which allows you to create a hairstyle using splines and there we go now. The reason that I got this was, though I'll just click on the spline go into rendering and turn on, enable in viewport and increase the thickness. You can't even easier you can see. I have spline inches on this section right here. So all the guides for this mesh are trying to match the splines, but there's not enough splines to give them something close to follow. So all of the guides on this side are trying to follow these splines, which creates this ones are right here. I can fix this by doing a little bit of styling. Now I can access tiling using three ways. I click on style. Here I can click on guides. Welcome to the press 4 to switch the guides. All of these methods allow it to style the hair. So now I can use the default here, hair brush and translate, and I can simply style the hair almost like using a comb. I can hold down ctrl shift clicking on the Left, mouse button and move the mouse up and down to change the size I can also simply zoom out and even though this brush is the same size notice how it affects a lot more. So let me do is actually first switch to select and what this allows you to do is only select certain guides for styling. So, let's right now, all these guides are orange. You have a click right here notice how they become, yellow, letting me know they're not currently selected. So let's say I only want to brush these hairs right here, I'll select them, they become orange, I'll switch back to hair brush and now only they are affected. This is a good way to control. Only individual hair is to get a very distinct hair style, and now I will select these hairs, and here I'm just creating a custom hairstyle, not Coulier, to the splines, and now I will select these guides and now I'll select. These last three ones right here: alright, now I can switch to puff routes, tip-top the routes up a little bit and I'll switch back to select control a to select all of the guides, switch back to styling and puff up the roots a little bit there. We go all right and I actually I love styling by Sigma click on finish, styling or started pressing for all right. So here are the results, I'll, isolate this and once again get to see how the problems with interpolation arise. How all the hairs are pretty much interlinked together and don't get those distinct clumps that I want. However, when you're using a mesh growth, there's a simple to fix this I'll go back into guides, select and now what I will do is. I will select these splines. Let'S say I want it to be a clump right here, right here, right here and right here, so basically for clumps select the guys that you want, and here we have hair groups, you can split the selected hair groups or merge them together. So notice have between these guides. You have a tribulation happening. We have here is being formed right here right here, right here and even inside of here. If this was an actual person haircut, they will be here inside their head, which is not missing the step we want to avoid. So with these guys, like that I'll click on split selected, hair groups, I lost this thing for this right here. Split for this right here split and for this right here, squit now you can see you have four distinct clumps of hair. Another interesting I can do is actually set up named. Selection sets for the different clumps of hair, so we're going to guides switch the selection. I will select this hair right here and here are just entered one and press enter, and now, when I click on this arrow and click on the one notice how these guides you can orange letting me know they're selected. Let me do the same for this right here. Press to enter 3 enter and 4 enter, so you can use this to create quick groups of hair. You can quickly select and manipulate. So this is how the hair looks will has been divided into separate groups using split and if I merge it back together notice how we go back to this right here. So this has been a quick look at the two hair creation methods and how to deal with interpolation. Thank you for watching and take care. You

FullMetalBiscuit: This is great stuff, your tutorials are all very helpful. Would you be able to create a tutorial for clothing physics on characters? Things like cloaks, hoods, scarfs etc blowing in the wind or simply reacting to a character moving. I've not found anything good on that anywhere.

Anchit Kawaatra: Great intro!!! More than what i learnt at institute in 4 hours! Was looking for hair and fur for good long time but didnt come across your video earlier!

Brahim Doğan: Thx Arrimus you're such a gift to anyone who wanna learn 3ds max ..

Spoxid: Hey Arrimus, what techniques would be applicable to make this hair game ready? Is it possible to bake down the information on a basic plane with an alpha texture or would a different approach be more suitable?

Devilhanded: great tut! You are such a valuable resource, keep them coming and thank you!

A Kim: Hello, Arrimus Thanks to nice tutorial. However, I have a question. I would like to export hair image as png file. So, I can apply to my own hair card instead of rendering in the 3DS Max like you did. How can I export only hair image as the map or image file? Would you please explain to me? Thanks.

bino ched: Fantastic job, Arrimus....Not just on this one - on all of them!

StickleBrick: Your videos have helped me alot as I've needed a refresher on Max for sometime. It's also good to know I can achieve the results I need using hair and fur rather than buying Ornatrix. Can you help me though? My primary program is Zbrush and as such I would like to use the fibermesh curves as splines, however I find it annoying that the "style hair" rollout is not available in this mode. Is there a workaround?

ثري دي بالعربي - مع علاء الشاهد: my friend your tutorials as usual amazing and full of new things for me that's why I will request a tutorial showing how to convert an object that using path modifier to editable poly as this is one of the most important thing for me to solve :)

Adam Sweeney: Can you please show how to bake this level of hair to a set of poly planes so that it can be ready to be used in a game engine preferably Unreal Engine 4?

Hemin Rasul: Great tutorial as usual thank you for sharing

Naru Hinn: Awesome tutorial thank you so much you are the best !!

xing xiaoxiao: Hi Arrimus, can you teach us Ornatrix? I think it's more powerful than 3dsmax's hair tool

sherif hany: just when i needed to make hair in 3Ds max , you uploaded this video i ca't show how much i'm happy with that

vladimir cools: Great tutorial Thx a million saved my day :)

kenji chan: very good tutorial and helpful, thank you

M: You sir are the best Guru on the Internet. Thank you very much.

basem shenouda: Will you be baking it into low-poly planes in part 2 ? please :D

ToraRyu GraphiPerso: Hi! Thanks for your tuto! I've a problem with my simulation... I have manga hair (volumic) and i want to sim them with cloth modifier. I saw a lot of tuto and I set system unit to cm, I tesselate my model,... I try a lot of configuration, but my hair goes through the body! I don't understand why... could you help me?

EMM: is it posible to convert styling to maps like bend direction or density?

1848: amazing, so looking foward to getting awsome hair! no more bald models

kazurin: What keyboard shortcut u use to appear the sphere again?

HyperDreamer: Does this hair creation method work with daz studio 4.9? I'm intrested in starting hair creations in second life and ive been trying to find tutorials but most is for blender and i already have daz studio 4.

pan magi: Thanks for tutorials!

Rory Playz: Love it!

Uriel Mendes: Hey guy, I loved your video but I have a question, how can I export hair for software like zbrush and substance painter?

Dtikwa: Arrimus i was wondering if u could showcase how to make Haircards :)

puddin ': just what I was looking for :X.thanks

Claudiu Hanga: How to save custom modifiers sets to have them after the max interface has reseted due some od processes. It's annoying to have to do it every time. Thanks

Rhittik Garg: What about animal fur?

Jon: Majestic Hair like The God Emperor

tapo00: raise the volume of your mic, its beed said to you so many times yet you never do it

Ash Mellor: That green hairy ball needs to use better shampoo! Seriously though, very hand tutorial, thanks

Buncha: man we need full tut for donald trump's hair pls :D

Best Movie Actors: Use Ornatrix )))

Iron Mark: Haha! Nice

Rolls roll: Somebody has requested the trump's hair :)

Dakikakipuno: Very subtle hint that hes a Trump supporter ;)

edhie pitono: so this is how donald trump create his hair

Shaun Matthews: I saw the thumbnail I thought trump

Savrohn: ooor you just use ornatrix

I_I__l___l___I__I_I: If he is a Trump supporter I'm gonna unsubscribe XD

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