Create geometry from xgen for game character hair
Maya’s XGen is a great system for instancing elements for landscapes, fur and hair. When creating hair for characters, it is not uncommon to have hundreds of thousands of instances for a typical hair groom. If you are working with a realtime engine, you will need to create something a little more manageable, while still keeping they style and intent of the character’s hair.
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xGan can easily handle creating hair, fur and other general instancing tasks. xGen is built for throughput. It can easily handle a huge amount of instances without even a hiccup. If you are curious as to how you can use xGen in the character pipeline, senior 3D artist Ahmad Merheb walks through the process for creating eyebrows and a beard. the toolset has some great artist friendly tools for grooming and styling hair and fur.
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.
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.
XGen is a great tool for scattering elements in a scene giving you enough control to quickly randomize or govern placement. It all comes down to the XGen Archive. This is the geometry, piece or element that gets replicated. It can be a modeled blade of grass, trees, rocks, or hair.
One thing that can get quickly out of hand is the amount of rescues needed for replicating objects at high density in a scene. XGen is built to handle a high amount of objects, but that doesn’t mean that you don’t have to worry over the size of your Xgen Archives.
Daryl Obert offers up some great tips for converting Maya’s XGen Splines into real geometry for your scene. Converting XGen splines is an easy task actually, you can simply export the XGen Spline group to MEL. This is done by telling Maya to output the XGen Splines to a MEL file, rather than to a rendered output. The result will be new curves that can be brought into your Maya scene. XGen Splines are great for the viewport, but they don’t really render by default in Maya. The trick then becomes, how do you extrude all of these curves at once?
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.
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.
Maya XGen textures are driven by PTex, but that doesn't meant that you can't use Photoshop or UV textures. Maya XGen has come a long way, and enjoys updates in workflow between releases. Maya XGen can be driven by image maps and textures. What you may not realize is that Xgen uses Ptex, not UV’s to describe images, behind the scenes.
Ptex is an open source texture system developed by Disney, which does away with UV assignments. Even though Maya XGen runs on Ptex, that doesn’t mean that you can’t use UVs and Photoshop to create or adjust your textures.
The idea for this tutorial came from the Polycount forums; for the Dominance War II contest I joined Polycount team and the folks there asked me if I can make a little tutorial about Varga's hair so here it i.
Learn how to use Maya's XGen to create topological art, inspired by the the work of Lee Griggs. The Maya Learning Channel shows how you can make your own topological art The topological art is put together using XGen and a series of primitive cubes. You can create some interesting landscapes by adjusting the height and color via a pTex map and create some visually stunning works of topological art.