Maya PaintFX Hair: Getting Started
here I will show a little steps how I’m creating hair in Maya using PaintFX. This tutorial contains three parts, first understanding hair elements, second working with complete hair and third setup hair strokes.
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Creating cg hair in 3D is a difficult task, the most common approach uses geometry surface with texture mapping. There are a few disadvantages to this method, that makes it difficult to work with.
While Ephere’s Ornatrix is still in the beta stage, Marcel Khadiyev has been posting some snippets on its use for the beta testers involved. Ornatrix is a complete hair, fire, and feather solution for 3DS Max, that has been making its way over to Maya. Ornatrix takes a unique parametric approach to creating and styling hair with the staking system that it offers. Although it can be used on its own, it is great to see that there is some interoperability with Maya’s existing hair tools.
Maya’s XGen is not only a workhorse, it is also a really versatile. From creating detailed environments, to styling hair or creating eyebrows, XGen has the tools and the engine needed to layout a massive amount of objects. Showing off Xgen’s versatility, Daryl Obert shows how to create and style braided hair. The hair will take on dynamic attributes based on some help with nHair. Daryl also uses some modifiers to help out with the complex characteristics of braided hair.
In this tutorial I create the hair from pulling splines off a nurbs surface and use the history on the surface to control the shape of the hair
Maya will be soon getting a new fur and hair toolset with Ephere’s Ornatrix. Ornatrix is a popular hair and fur system that is being ported over form 3ds Max. In fact, Ornatrix borrows from Max’s modifier stack to create more complex systems by stacking modifiers such as combing, dynamics, curling, etc. Similar to nodes, the stacks will allow you to additively and parametrically create hair and fur systems...
Fur and Hair are always tricky areas to attempt in 3D. They often involve complicated systems with a mind boggling amount of attributes to adjust and configure, and this is even before you consider styling and rendering. In this workshop I want to illustrate my approach to adding hair and fur to a startled Easter bunny, and to do this I will be using xGen. xGen is Autodesk's new suite of tools introduced in the Extension release of Maya 2014.
how to use Xgen to create complex scenes within Maya 2015 looking at various practical examples. Xgen was initially seen in Maya 2014 extension release. It allows you to generate curves, spheres and custom geometry on the surface of polygons which can be useful to create fur, hair, feathers, or even populate landscapes with plants rocks and debris.
In this post I am going to share 5 useful maya tips that will help you to get around problems in maya faster. From very simple maya python commands and use of expressions, there’s something for all maya users.
XGen is a really versatile tool in Maya 2016. As an arbitrary primitive generator, it can be used for scattering elements, or creating and managing things like grass, feathers, fur or hair. XGen has a full suite of grooming tools that you can use to art direct to exactly what you are looking for. Here, Michael Todd creates a complete fur groom on an animal, which shows off Gens unique and powerful workflow.
Here, Autodesk’s Steven Roselle walks through the features added into the Maya 2016 UV environment. There are quite a few big changes in the Maya UV environment, but there are also smaller, more subtle changes as well. An example of a really great change that might get overlooked, is that the UV environment now works more like the 3D view in Maya. You can use a lot of the same selection techniques in the Maya 2016 UV editor, in the way you create the selection of paths.