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hello guys this tutorial is about how to
create liars and the workflow there are
multiple workflows and some people can
achieve really high quality result but I
think if you want to be really having
really good results and it's going to
take time and patience but what I'm
going to show you today will be the
easiest way I think to control the
proper shape let's just keep in mind
that that's not the only workflow and
you can always look for other workflows
like am i as a skin and my ass in here
or my ass so here or other plugins like
shave and haircut
so it's up to you but the Ookla I'm
introducing you today will be the amount
out of workflows this workflow will be
the easiest one to control the shape so
before we start this open a knife final
and then what I need you to do is go
create a cube and then give it a edge
ring and then maybe a drachma down and
drag those two closer you may wonder
what am i doing right I'm doing the comp
or or the segment of the hair trend like
this okay
so now this is like a section of a hair
let me go
exit from there and go backwards okay
and go down a little bit go take a
little bit and mix it again and do the
same thing and again and do the same
thing okay and maybe again just to make
it go deeper okay let's grab those ones
Oh before we do that let's also extrude
from the other side the other side and
it stood out and scale them in but don't
work them okay
keep them separated now we have a very
simple here module that we can use in
the brush to create the hairbrush so
what I want to do now is go around those
ones okay go to modify other create sass
SAP scrub the middle part press P to do
that again and then grab the tip price
to you again so now I have three sets
those those three sites will be
recognized as polygroup instead of
ZBrush before we export don't forget to
delete a tree okay so that's one of it a
one of the air I wanted to cry so let's
go to export selection and put it into a
LBD file so let's call it hair brush
base and export selection okay now let
me go create a Pollock Flint and then go
on delete I'll actually make it three
okay and I don't need those two actually
one segment in the middle will be bad
I'm creating another single layer one
but it's the same concept so the end
extrude out going down going down again
you want to make this part bigger so you
know it's it's harder to actually a
glide seem too far away so it's easier
to control so one more X children when
you add so this is another pair strength
let me grab those and then go create
stat the middle one will be another side
and the tape will be another side okay
let's export this one again this is
going to be a hairbrush in base okay so
now we have to help
Rush's probably makes this one bigger
will be nice okay now watch what you can
do is go to ZBrush and then start
creating those brushes I already have
one here let me delete that so what you
want to go for now is go to sooners and
then import the hair brush thing which
is this one make it facing you this way
and then go brush pray insert an ash and
you and then you want to also go to
strokes which is over here and then you
want to turn on the curve mode now when
you drive you will actually creating a
curve now there are a couple problems
one of the problem is they're not
connected to internet let's go to branch
and then go to the modifiers and turn on
the wild pull intense stretch and now I
hear drag again you see now they're kind
of connected
not here think that should be it just
not always true sometimes okay all right
so you can also go to curb modifiers and
then turn on these sighs it's reset it
and then flip to the sides and then
directly to middle one and maybe track
the tip up to that way your brush will
have changing size down the way so now I
just created a very smooth and fluid
hair brush okay so let's do the same
thing for the other one so let's go to
the new cylinder import the hair brush
base this one is actually thicker and
has volume but we're basically doing the
same thing so brush create insert mesh
and then go to non curve mode and go to
finish and have the world point and
stretch on and go to the curb modifiers
and turn on the size okay now I can
create this - all right so I have to
create a two set of hair brush a single
layer one and then a bigger one now
let's go back to the Hat and start
adding that they had was exported from
my answer I believe you know how to do
that if you click on Drive you can now
create hair strands elected one of the
problem is that because I make this one
really high like in my eye I have this
portion really high so it's going to
study layer which is not cool one of the
things you can do is go to brush and
then go to the depths and the drug with
that stance okay so that will force you
to be embedded in staff
have something there already so let me
go to geometry and then delete it all
right
so now you see the hair is invalid and
you see why I have that yeah because you
can drag it around it's really hard to
get it get out so so it's used to make
you easier to tweak the shapes anyway so
let's use those two brushes start
populating the hairs so let's use the
thicker one first and then make it even
stickers all right you can drag the
curved around to change their location
or refine their shape to whatever you
want to be smooth mm do a very good job
though okay I wonder if there is a
smooth curve which it doesn't have that
anyway so now we have one here you have
to wait the shape you're getting just
click on the model to finish the
creation okay so let's keep doing that
let's go create another one stuck it
inside a little bit more and then tweak
the curve of course you can switch to
move to before you do that click on the
model to finish the curve a patient and
then you can use any the brush brush now
to tweak the shape so what you want to
do is just use this couple a pass or not
I figure out this way this way is
actually cleaner and easier to control
for you guys instead of the problem
actually I showed you in class but it's
not a match where you have its benefits
so you can choose either way okay let me
go
keep blocking my hair a limb or here
drag it around to refine the shape
so your objective is blocking the entire
sky with your hair strands and you don't
want to create too much because it's
going to be hard to control later on but
you also don't want to create too little
so the shape becomes too simple okay so
enough amount of hairs like what I'm
having right now should be good okay
just now I mean and then start moving it
around to refine the shape I think
several match is actually easier to
create more fluid shape because now
you're using groom brush and either to
create bullshit moving look to is not as
good as that one you can smooth on that
one too if you wanted okay and you know
upin to inflate this a little bit give
it more volume
okay so just keep doing that and you
pluck out the entire hat that you can
also mark out the bigger region first
like this so that way when it's harder
to go last
and one actual one that had to be
sticker down there so let me go back to
the hairbrush here and I'm going to drag
this one up a little okay I want it to
be spinning too much okay that is better
you can move your cursor closer to the
end of the previous curve and then you
can keep extending it if you wanted to
do that okay so this is one more hair
strand we just drag it around I also
want to make sure that the entire
contours of the hair looks nice and at
least the way you want it to be brushes
too big check it in okay
this way put the faster blocking things
because some several match is really not
that easy to control I guess
I speak
see why I have this because you can
never drag it too much
okay and drag it up like that if you
want it to that's why I mix that one
really dip
and refund for idea
this one really carefully because this
is actually in the front I think it's
going to contribute to the appearance of
my character a lot and you want to
refine it as much as I can okay
so lots of people are afraid of doing a
realistic hair it was really hard before
but I think in recent years with new
things like oxygen and stuff coming out
and computer getting faster I don't see
much travel dinner actually did that in
a short animation in film a lot before
at least I did that in - animation
animated films and they're all working
out not for him just commercial
advertisement actually they work out
pretty nice both me and the TD we create
hairs for seven children characters and
they have all different hair style
styles and we managed to create all
those hair styles using X gene and the
two I'm sure giving class so I don't
think it's really hard to do as long as
you have a little bit patient though
okay so let me just get refunding it
go fury
sometimes on my ass or the brush that
this is because is trying to match with
the other existing geometries which can
be a headache so what you can do though
is you can cut your shift and click on
the hat and then go to split hitting
that way you can split the hair you
created earlier and then you can keep
working on new ones now we can prevent
it from trying to attach to other hairs
you already have okay
so every time when I start doing a hair
I'd take a deep breath because I know it
it's going to take a little while so
maybe I will fast forward this part
cause they're all repetitive stuff the
key is that you refine the shape and
it's better to have a reference which I
don't have right now it's all imagining
that stuff so you may be too symmetrical
and stuff but I will refine it later but
anyway the technique is quite simple
just use those brushes we created to
populate here
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so I lost blocked everything but I do
have some opening part what I can do
though is go to the polygroup and then
do a other group here and then which can
do now is holding down control click on
that I should mask others not do that
again okay does that I can holding down
ctrl and drag to actually just duplicate
action because I don't want to it's like
a new one we're going to go over the
ears we're going to do something weird
some weird twig things so I'm just going
to duplicate the one I have there
already to represent another one thang
here I'm going to do the same thing
first auto group and then ctrl click you
know what I'm just gonna make this one
bigger oh you know do something now
weird at the mixi gosh kinda crashed
okay let me pause it I'll go back
okay sorry for the crash but I only
opened ZBrush I actually gave me the the
model always out on a losing at work so
that's good it's okay ZBrush sometimes
crashes I used to call it as the crash
because that and but it's actually more
much more stable now than previous
versions so you know whatever what I'm
going to do is just make it water to
cover the here
okay go back to the head and then I
block out the hair so the scholar should
already be blocked by the hair now later
on when I create the hair geometries but
there are something more you want to tap
like beat out our smaller strands or
even other variations you wanted to have
but just to make things looks nice right
let's merge down on the ones we already
have and the head
also ctrl shift and click on it go split
hidden I just merge all the hairs into
one geometry okay now before we do any
special smaller ones that also just drag
cinturón to give the hair a good shape
okay I think that's really important
that you keep the fake shaping man and
don't worry about too much about the
smaller shape yet make the big shape
looks nice is something you cannot get
away with it has to look good no matter
how much smaller detail you're adding
later on it's really doesn't matter if
your primary shape or crap okay so just
waiting the big six now okay so I'm
happy with you now you can press the
button to preview smooth smooth preview
it I think I talked at one here so let
me go back control quick okay so click
on that one it's going to duplicate you
okay a little tight and then drive it
back there I'll probably move a little
bit
okay so now let's try to give it smaller
details and for similar details I'm
going to use the other brush and that's
why I created the other brush I actually
lost that brush because I Maya crashes
but I do have the files here so I need
to do is just go which is this one okay
delete hidden to fix that then it is
great great my brush the brush create
insert smash new and then go struck and
then the curve turn curve motor and cur
modifiers flip it and then make it
thicker in the middle and let the tip
and choose size now go to brush and then
add another thing you want to do is
underneath modifiers check out well tone
and drag now oh and I think I turn up
tripod tripod - nostril I'm not doing
that properly oh maybe I think maybe it
destroys the polygroup to things all
messed up so let's re-import one it
better this one then it's like hello and
happy it's one to have the polygroup I
needed all right brush create insert
smash brush ok and go to curve turn on
curve mode curve modifiers already there
just check out sighs okay and then check
out wild point and stretch and it will
be good to go
one other thing is you can go to the
depths and then drag the depth down so
it seemed bad it alright cool
you mean batting it too much but I never
let's try it go back to the hand again
at this time I'm going to create a
smaller hair stand using my new thin
hair brush
okay I was Rick some reason my bit apart
is a tape breaking it keeps breaking
anyways
let overlap amount maybe they crave
resolution higher okay the relaxing is
maybe shouldn't be there we just the
curve resolution can fix that
yeah okay now I have the smaller brush
working now and then I can tweak it by
driving it around now this one is easier
to control because you have just one
thin layer of geometry and it can do all
sorts of crazy stuff with it like for
example here I can go you know what it
would be easier to just redraw anyone
sorry about that kinda a little tired
okay so one more here if you every work
to I have its downsides like this one
you have to draw on a face more or less
to avoid too much stretching to start
with but as long as that one is okay
then you can now start tweaking it so I
think I'm gonna give it a nice volume
here
can I see the other side you can go to
the baseplate properties and turn on the
double that way you can see the other
side to be easier to manage stuff okay
all right so I'm happy with this one now
let me control drag to duplicate it and
then just start sculpting the second one
I just give it I kind of like the idea
of having here cutting back a little bit
and to the face which looks really nice
so that's what I'm trying to do now
Oh can I have those redundant ones
always happened to me like how you did
split hidden before and then you control
it too much so the split is one goes
back which is not good you want to go
did it Hayden to fix that let me draw a
new one this one could be this direction
okay so now there are detailed models I
am doing here
to give my hair more variation and
characteristic so this stage you can do
as long as you want it to be so I'm
going to maybe also first for this part
this refining part aside you know what
I'm doing with all repetitive stuff
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you
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you
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all right so I think I have enough
little detail but you can keep just
refining that actually I want to do
something a little bit more career here
which is you know I want to braid here I
know you can do braids actually just in
help strengthen maybe I can do that here
directly so what I'm going to do here
will be go back to Maya and I'm going to
create my own braids first
so go create yeah sooner this one okay
now then just give it aa 12 or actually
stick to the mixer folder drag it this
way and then okay oh that
alright now combine them together and
then let's just go to the faces and they
check that out
yeah and then let's sign I drag it
longer and then just have more segments
which is this one and it twists it it's
not placed in too much though
I don't know why it's not perfect so
let's proceed mannerism
all right so I want to have this kind of
braids they're not super accurate but
you know something similar so making
sure that they can they can connect with
each other from one side to the other
maybe yeah okay let me see let's
duplicate this one and drag it over we
here is where they can be connected okay
combine them together I'm going a little
bit career though huh and we need it to
do it and just thinking about the
possibility I can do also what I want is
actually just move one of them
connect those two but move this one Ally
okay so grab that and then we can
actually it's good okay the other two to
the same thing make them to be able to
connect with each other but your awning
over one side because you want to keep
that side too soon so ways where you can
actually infinitely I'll give Prickett
the last one here so this is the one I'm
moving it I think so
Decker is over and maybe up and then of
course the manually match it
okay so now I have this and then if I
just played its part and then duplicated
I should be able to drag it to the other
side and they should be able to connect
each other on the other side without any
problem because that's what I'm matching
here then you'll be better to have it
much here instead okay just you know
having this start of that this is charge
that's working now so so that's yeah
let's read and it can connect itself
from the beginning to the end to here
and the beginning let's just extrude out
the beginning
okay the guy did 1 XR x children I
shouldn't have alright okay then maybe a
twist more oh and I should twist this
one more okay anyway so what I'm trying
to do is the beginning here okay and
then here I can give it an end which I
think could be easier to do with a poly
oh this will just make it if you exit
from here and make it slightly bigger
and it should again I get smaller and
placed into the wrong direction the this
direction instead after one more X
student
so this is the end it's getting a little
bigger
alright hopefully it will work actually
never experiment this so select that and
then go to create sat chat okay that's
going to be eating and have that and
then those are the middle ones okay
it's sad sad and then the final two
segments will be the end so now we have
three steps making sure they're all
correct up now that one actually so step
7
are those in the front okay and then
step 6
oh she set it set 8 are is those ones
okay and those ones in the middle I
didn't give them a sad actually
so let's do that that is still have this
three sets and then you just retest to
create a Bracken geobella export
election as brainy brat okay and then go
back to the brush and then go to the
similar again import the great brash
trick use this one make it saving you
this way and then brash creating certain
ash you and then you want to go curve
and turn on Kermode go back to brush and
turn out the try parts while point and
stretch now I should be able to drag a
parade like that
okay so this side is working I'm not
quite sure they'll be happy this is a
little experimental which I shouldn't
have that in a tutorial and I'm the
experimenting don't want to waste your
time but let's see split hidden okay go
back to the face and let me just do one
braid from the back to the front
it's too small it's still not picking up
turn all the dynamics
it's kind of small let's go to the cur
modifiers and make the curve bigger here
maybe sighs um okay I can trick it
myself
drag it slack operate from the back and
then gradually go forward
okay rotate it's done that so now that
here have a little hump ridge from the
back which could be true though I think
some people do that okay anyway now it
was a playing here let's uh let's see if
those are all working so oh and of
course I shouldn't have the those ones
here let's go
did it hidden because I already have
those separated to a news up to now okay
now I have all those substitutes all the
hair sub twos here let me combat them
together so I merge save it go uh merge
much dance okay just keep doing that
until they're all together and then keep
them our individual groups so hundred
eight follicles and all the group okay
easy there something always from the
financial sector got quite connected and
but it's okay we can combine them later
oh and try this underneath the geometry
and there is a world which is here our
world the point is there cannot close to
the stellar moment and then if we do on
out a group again it should be able to
fix that to make them all the same group
okay great
now that's it for this and go back to my
ex Ford has called it a ere we all make
sure okay go back to Maya not this one
yellow and then file import the download
which is great brush the hair geometry
import so that's our hair geometry just
in case anything goes wrong
let's grab all the geometry here go to
component mode grab all the vertices
coal ship and red mouse button or
vertices merge vertices use a very small
threshold and then apply that will try
to merge not connected vertex again so
that could help oh yeah that's how some
of the things are actually drawn here
right they are not actually connected to
the main body which could be something I
think do correctly I need to fix that so
combine them together and merge RUC's
okay fix that one
combined and then merge routine three
okay this one combine work vertices oh
okay you know this is too fast actually
have a lot of trouble on one here on
this left break here I got a little
excited about it
anyway compare them together and merge
vertices I will fix everyone and we can
separate them again
I'm parent and delete that Oh cute okay
now we have all the geometries to
represent our hair and hopefully they're
all okay it's not never guarantee some
you may need to fix some things down
away in a way those junkies you're
actually good enough for like game
geometry because you have other
variations and smaller ones you can just
give them texture but to convert that
into actual hair you can grab all the
geometries and use the plug-in I gave
you before which is called the G average
- okay just check that in this is not a
free software are you free plugin so you
may want to actually purchase it if you
really want to use it it's only fifty
dollars so now that expenses though so
now let's just try it
grab one of the models and create the
image style actually let's call it high
all right and then select the model and
apply to image style I will apply there
sometimes the direction is wrong so you
want to rotate it and it's drawn again
reverse it okay that fix it
of course you don't want to do it one by
one so
okay that's check that one down so let's
do that multiple ones
oh come on get it back down now there
okay
so let's grab those ones okay and then
apply TMS style and if you're confident
with your machine's performance maybe
you can grab them all but sometimes it's
going to take a long time to calculate
and that's rate I'm afraid that need me
and runs out of memory so I just select
a feel and then do that and then another
few and do that and you have everyone
converted into hair system the hair
system being converted to is Maya native
in hair so that means that even without
this plug-in everything should work okay
now I have all those converted to hair
surprisingly those ones are all okay
Sita the hair they created are all in
the correct direction but the other ones
the flat plain ones needs to be fixed so
let me grab those ones that are wrong
which are those ones I hope there is a
way to actually make them correct in the
first place but I I haven't found out
the reason why yet I'm just going to do
those manual isn't that's one of them
too okay so those flat ones needs to be
rotated
and then reverse but don't worry that
one customer history the Allen history
is Maya convert the polygon into
subdivision kind of geometries that can
modify convert polygons to the sub unit
sub sub deviation something and then
after that it converts that subdivision
to neighbors using this comment and then
after that a kind of kind of samples the
nervous curve some of its curves from
that nerve is converted and then use
that to create hair that's the basic
idea of this plug-in ok so those ones
are all done you can go grab those in
the list here ok had them and let's keep
doing the last few ones those apply a GM
edge style those ones succinctly uh-oh
and got ignored some of the ones that
are having trouble ok so have to fix
that I don't know why I end up with and
I got me about Pacific easy fix
let's see this one have an end gone
which is weird weird oh how do you even
have and done
and flatten those vertices maybe that
kind of exit
normally this shouldn't be happening
I don't know why maybe I ends up with a
triangle here
not sure seems like I'm okay where's
that I just double-check so I'll match
cleanup select faces more than four
sides I don't have line down here
anymore so let's convert this again okay
it still contains some triangles on it I
have no idea what that is
let me do it maybe the bottom faces oh
can I even select faces I think some
fish is hacking happening here let's
save the file wrong okay and then let's
go a reopen Miami
all right so this one is supposed to be
okay I don't know why I have tacos and
each other getting title again okay
apply to image style okay so something
is wrong with this one I don't really
care and delete it I still have other
ones so I think I can go copy one of
those and just replace that one I really
don't know what's happening with that
one I dig my Isis being super picky but
stuff so I'm just going to do that
myself
rightio preheating one so this shouldn't
happen I'm sure it's something with
something always Maya yeah
so grab the acid and then let's convert
this one so hide the image style and
that should work okay now my break
hopefully they will work too otherwise
I'm just wasting my time to that
looks like we're doing something okay so
this one is okay that one is okay the
otherwise all this one is the wrong
direction so I just need to rotate it
okay and let's see what's happening here
huh
it's nice weird let's on delete up
I didn't merge the virtues care
correctly see some problems would happen
but yeah this yeah this time we work
then so that all right now my braid also
works let me go grab all the vertices
all yes Jason and had them so now I have
a complete hair system all applied from
the geometry of the I defined earlier
now you see there the workflow the power
of digital flow is that you have full
control of the shape because everything
you ma during videos will be represented
by higher right here and you can do
anything here now to refine it like you
know if you don't like the position of
glass and drag it I can drag that one to
it it's really just more intuitive to be
able to tweak the hair using a modeling
way instead of doing a hair get like
what the shave a haircut haircut do or
the action do I don't know I don't mean
there bandage is not as intuitive at
least to me but they are powerful by any
means so if you want to do that and
please try that
I think action has good potential to be
very good just takes some time it's kind
of a little unstable in earlier versions
when I was experimenting with
I've seen but it does work and it works
in real production I have seen them work
without any trouble but I think that
also takes time to get used to you need
to know some clean properly to actually
use it
full power low but it can use it's
modifiers to do simple things like give
them crumbs and many cotton will do you
know those kind of things so yeah I
definitely try that if you're curious on
other ways of doing here there are
always multiple ways so right now what
I'm doing is try to tweak the hair shape
I'm getting you you see the hair updates
because of the history I've mentioned
before polygons to set the subdivision
to nervous nervous - nervous curves and
then a bit nervous curve - in hair and
all those histories are kept intact so
that that's why you can now start
dragging things around to refine the
shape of the hair
okay
so let's do it render and see how they
looks like I need to have those
geometries and then go a node a node or
in the review that's because I'm using
an orator as the determiner so that's
what I'm getting here okay
accommodations here one of the issues
that the hair are really thick okay
another issue is they are really
parallel and don't really have enough
variation so they looks a little bit
they fake too I don't really like one of
the since I see there which is this one
looks like it has a big gap it another
one so I'm going to drag it closer okay
maybe it's that one - that's the
variations I tried to do earlier all
right oh this is our node pretty so -
it's much better now alright so let's
try to do some more variation on it the
first thing I want to do is change their
size to make them thinner to do so you
can go I'll add it the GMs style and
then there are a couple of things you
can change in the attribute editor I
like how the the high-resistance shape
can change the see the size yeah they
have with okay so if you think back to
fun zero fun the hair will be much
thinner a try see if that's true
now to see the hair becomes screen oh
okay so it feels more like the real size
of a hair should be even even make it
even sooner depending on what kind of a
final shape you want it to be okay
mm all right so another thing is the
size of the Kwan's so you can change
that to two that will make them even
thicker maybe the entire clouds could be
thicker so now if you go on a render
your CD becomes bigger okay if you
wanted that I think I just need to be a
little bigger
okay other things like the hair flip
clump is how much hair you want it to be
nice and ready lower so you have lesser
hair if you want it to be that which is
not kiss let's just so you know that
that's the amount of the hair so I'll
see ya in busy clock setting is 10 or so
okay
now hair with scale is a scale the hair
a lot its length so you can track this
all the way down that will make the tape
really thin you can also tweak the clump
width so you can take it the beginning
of the beginning waves of the clown and
then the middle part and then it's the
tape you can make the tape spread out if
you want to do to that or make the tape
really spin okay so you have full
control of those little detail okay
now you can also twist a clock a little
bit and then you can create a soft clump
into Gibson like a secondary very odd
set secondary group and then give some
randomness you want to do that okay and
they can curl it of course to give it
some curling and curve frequency to make
it four more or less which if you want
to have like a curly hair you can do
that notice definitely you do the curve
you see the hair is kind of having a
very hard edge this is because the hair
doesn't have enough segment which is
this one again you need to crank that up
to something higher to support the curve
the curling of the hair okay chug it
down a little I don't really want it to
be hurting too much so this is your
curve to make it nice not quite straight
okay I don't call that balance suck it
in
all right so yeah that's how you tweet
it
there are a lot of other things you can
do like noise and give it some noise on
it which is kind of like curling but
maybe it's not like really rotating or
twisting it but just gave it a bumpin
ease on it and that's hair color and
stuff the dynamic part like attraction
scales it's something maybe you can
experiment later what it actually does
is trying to make the make the hair or
match with the shape of the geometry
which is the ones we're having here now
and the higher that value is oh no it's
good so the hair the higher this value
is as this one is and then the more
shape it will maintain where you have
dynamic if you play the animation is
easier actually dynamic alright and but
you can have the start curve attraction
to something really high that will try
to match them with the shape of the
geometry underneath it so that way you
will not go too far and that's need the
graph but you can show like how much do
you want one how much attraction that
you want it to have a lot of length of
the curve so if you drag this all the
way up that will make it even more stiff
so it will maintain the shape more see
that
let's change change the frame list so
now the hair will keep their shape more
when you have dynamic so it's a dynamic
thing this is one of the things I likely
to workflow it's because the dynamic
here can be controlled by chemical or
kept to the minimum if you don't want
too much it just want a little
wavelength it can just have this nama
have the attraction here really high and
the value here really high that will try
to keep the hair how match with the
shape of the geometry you gave it
okay so that's that suddenly material oh
so I'm all just saying if you wanted to
do which is the secondary geometry a
hair system so if you grab all the hair
system hair geometry now and then you
can let's just do this on one of the
ones this one and then you can apply a
secondary damage styling you need to
create one first SEC okay and apply
select that and then apply secondary GI
match style okay that will give you
another one now why do you need another
one well sometimes you need some smaller
hair strands I mean more hair strands
are floating around so what you can do
is for this new one it can make the hair
actually really low so we don't need
that much hair so I her family just one
okay but you can make the aadhi aadhi
clump size which is this one bigger so
it's spread out a little bit okay and
you can even go to other stuff like
curling can give it some frequency like
I'll own it so that way you can have
like a secondary floating around the
hair system I wanted to break out the
you know the smoothness of the hair it's
just one of the ways you do I'll see if
you do when you want to have more
natural looking hair because you know
they're not perfect so you should have
some hair left that is just floating
around the main hair group okay so
that's why you need a secondary one if
you really want that you can just pick a
few ones and then pile add or you can
just apply that on every individual one
if you really wanted that but I think
they're Latino geek salsa you only added
a few hair on it anyway
let's try to do that on every geometry
ok the tutorial is getting rid of a
house so I will wrap that up after this
by introducing how to apply material ok
so now I'll have those secondary hair
now it should looks better and then to
really apply a hair material that you
want to go to edit minor and then go to
the Ahnold because I'm using on out if
your YouTube area should be able to go
attributes add attribute very hair
material that's how you do that in very
in a node it already have a have a
section for left just need to check out
override hair and then comb hair shader
and then choose the an old hair shader
which is a I here go do that and then do
it render you see now the parent
material will be changed to the uh node
material oh I only apply that on the
secondary one so this is a different
noise so then you stop good and then
grab the first one okay add it by a hair
alright hair again and let me go to the
material editor and go grab that hair
hair and then drag it in to apply the
same hair system hair material to the to
both of the hair systems I have earlier
which kind of freezes down here
hopefully it will be okay I think it
freezes so yeah my eye is doing now
crazy stuff now let me up deposit I will
reopen my I have all the saved oh oh
it's actually especially okay no no no
it's a crashed so I cancel add so I got
crushed
I just reopen it I don't think I lose
any
and it is sorry about that I'm a little
tired Maya he's tired too
and anyway so I do have the hair a hair
here it's already at Sun so let's just
keep working on that
we now have one ascent let's go to the
node editor of fun this air hair and
apply that on another hair system which
is the first one drag it in to the hair
shader and then now you do a render view
you will see all the hair being a stunt
with the correct hair system okay the
correct hair mature answer now you can
do a lot of things like with the
material like the the color of course I
don't know why the default setting is
white color which is weird but I guess
wear a white hair is cruel to elect wet
haired people it just feels so different
let's change that with red hair like
what I have before in the previous
render so here and then maybe the color
can be also right you can change the
glasses to make it shiny or lesser shiny
okay super shiny
the kids are weird check it back
anger ships is kinda like changing the
[Music]
Alexia
which is called it's a magical
reflection like the different direction
of different the world just slipped out
of my memory anyway so you can have
transmission to make a slightly
translucent which is also kind of cold
you have a backlight it's going to make
it looks like it's subsurface scattering
or so alright so this is the hair system
I hope you guys like this workflow um
it's not the only workflow but it's the
vegetable flow if you want to give a
half full control of every individual
hair strand of course you can go crazy
about little strands around the hair to
break up because I think I'm still
having like to even outline of the hair
so it looks like it's not organic enough
so if I'm gonna make it better I'm gonna
go back and go the fashion and create
some smaller strands then or even just
put it here
it won't update here though because the
hair system it's kind of different and
another thing I would do as possible is
that I'll actually go create multiple
layers of hair not just how growing from
the top of course some of them are
supposed to be growing from this side oh
and materialise I forgot if I mentioned
that or not if you're using a very you
want to go to the hair system and then
go attribute at the hair material
override or something to override the
material
after that everything is supposed to be
the same okay all right thanks for
watching and I see you next time