Hair Generation
Welcome again, to this quick cartoon design continuation. This tutorial introduces how to build a conformable 3D hair for Character Creator, which includes creating the hair mesh in ZBrush, generating UV in Maya, and texture painting in Substance Painter.
ZBrush hairstyle creation
To generate a hair design that fits the proportions of the concept, I go back to my project in ZBrush, make a duplicate of the mesh body, and then with the Zmodeler I make a selection of the lateral base of the hair. Next, I use the motion brushes to shape and create what would be the bottom and back lines of the hairstyle. To create the dreadlocks, I just use a library brush in ZBrush, but first I modify a couple of shape details with the stroke/curve modifiers menu. Later, I go through all the areas, generating individual locks on the entire head, and always paying attention to what my main reference would be.
Generate UVs and textured hair
Once the hair model is built, I take it to traditional modeling software. I prefer to use Autodesk Maya because it has very simple tools to create and organize UVs. In my case, I position them together, with a proportional size to make the most of the texture space.
To apply the texture, we can export the Normal Map from ZBrush and then bring our model to Substance Painter to finish the job. In this phase, we can add trusses, a variety of shades, highlights, and thus adjust more to the rasta hairstyle.
To finish, we export the textures in a resolution of 2k or 4k as the case may be.
Hair integration in Character Creator
To integrate the hair to our character, I am going to re-import the mesh into ZBrush and from here I use the GoZ link to send it directly to our CC model and update it.
Next, I activate the skin weight transfer box and select the next template for hair. This is very useful because we can instruct the program to interpret the selected meshes according to the type of accessory needed. For example, we can separately add clothes, skirts, capes, hair, and shoes.
Finally, I go to the material editor, activate the PBR shader, and add one of all the texture maps taken from substance.
On the other hand, when creating a hair asset, just like the body, it can be saved in the content library and it can also be used with any type of character generated through Character Creator.
Thanks for following this post. Learn more tips and tricks from this series of tutorials here.
Fast Cartoon Design #3 - Clothes Creation - by Luis Duarte
Tutorial 1: Fast Cartoon Design #1 - Head & Body Morph Creation in Character Creator 3 - by Luis Duarte
Tutorial 4: Fast Cartoon Design #4 - Face & Body Animation in iClone - by Luis Duarte
ArtStation: Luis Duarte
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