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Let's make some hair!
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With the groom system in Unreal Engine,
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With the groom system in Unreal Engine,
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we don't have to go through
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the complicated process
of creating hair cards for our characters.
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Instead, we can create hair
particle systems in Blender and import them
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as Alembic files into Unreal Engine
with really beautiful results.
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So in this chapter,
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we will have a look at the workflow
of creating custom hair for our Hero.
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I will show you two ways of creating hair:
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One is the native blender hair particle system,
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and the other one is a free
blender addon called HairNet,
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which is quite useful
to make specific hair types.
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Creating hair is always a process that requires
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a lot of tweaking and finetuning
to achieve a good looking result.
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So depending on the hairstyle you are going for,
this chapter
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might not give you a step by step instruction
for every use case,
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but I hope you learn the fundamentals
of the hair system in Blender to get
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you started for your own projects.
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Right...
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Let's get to it.
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First, let's download
and install the HairNet addon.
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You can find it on GitHub at this address.
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Click on the releases
and download the latest version.
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Then open up the preferences in Blender
and install the addon.
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I'm using Blender 2.93, by the way.
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After installation,
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you can find it in the N-panel
under the tab called Hair.
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The feature that I want to use for my hair
is the Add Hair From Sheets feature.
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Let me show you how it works.
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All it needs is a mesh with some edge
loops and seams.
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What it does is creating hair strands
along the normal edge loops
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with hair subdivisions at every seam.
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Let's create a plane, make some loop
cuts, and mark them as seams.
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Then we need to make sure Emit Hair on Self
is checked and click on Add Hair From Sheets.
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Then we need to make sure Emit Hair on Self
is checked and click on Add Hair From Sheets.
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The tool generates two hair strands
along the two edges of the plane.
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We can hide the plane itself
by unchecking the Show Emmitter box
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in the Viewport Display section
of the particle details panel.
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After the hair is generated,
you can treat it
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like any hair particle system.
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So if, for example,
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you go into particle edit mode,
you can groom the hair to your liking.
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And the nice thing is
it is non-destructible.
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So if you decide to change the shape
of your emitter plane,
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you can regenerate the hair particles
and they will adjust to the new form
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of the emitter geometry.
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Also, maybe you want to increase the hair
density and introduce
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additional loop cuts.
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You can do that. Just delete
the particle system and generate it again
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after you have made changes
to the emitter plane.
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So now that we know how to use
the HairNet addon,
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let's go ahead and actually make some hair
for our character.
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I want to make the King Harald hairstyle
from the Vikings TV show.
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So I will start with the top hair first
and then create
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additional particle systems
for the shorter hair and hair layers.
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We of course could just use
the Blender hair tool
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to create this,
but I find that working with the HairNet tool
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gives me more flexibility
to duplicate hair strands, move them around,
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and adjust individual parts of the groom.
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Let's begin then.
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I used the OBJ file
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of the head that I exported
from Mesh Morpher in the second chapter
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of this course, as my character head.
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I then positioned the cursor on the head
with Shift-Rightclick
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and create a plane.
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I select two vertices and extrude
a couple of times
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to create the emitter plane
that I want to use for the hair.
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After that, it's just duplicating the mesh
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a couple of times, moving it into position
and adjusting the vertices
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until I get a base
that roughly matches the top hair
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from the reference images.
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I do the same thing to create the bun, or knot
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at the back of the head.
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Now that I am happy with the base,
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I go through every object and adjust them.
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For example, I add loop cuts for the meshes
where I want the hair to be more dense,
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and mark the seams
and adjust some vertices.
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Once an emitter plane is finished,
you can either hide it by pressing H
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or move it into a hidden collection
by pressing M.
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When that is done,
I go through all the meshes one by one,
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and create hair particle systems
with the HairNet add on,
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as I showed you before.
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Then I hide the emitter and adjust the settings
such as the radius in the Children section
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Then I hide the emitter and adjust the settings
such as the radius in the Children section
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of the particles pannel.
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You can always move
and adjust each emitter plane later.
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So this workflow
allows for great flexibility.
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Now that the top here is done,
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let's create the short hair
for the rest of the head.
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Of course, we want the hair to grow
only on the part of the head
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where it's supposed to be.
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So we need to paint the vertices
that will be emitting hair.
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Go to the vertex tab and create a new vertex group.
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I call it ShortHair.
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Then go into weight paint mode,
set the weight
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and strength to 1 and paint
the part of the head where you want hair.
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If you press F, you can adjust
the radius of the brush.
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With Shift-F, you can change the strength
of the brush tool.
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Now we can create a new
hair particle system and assign
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the ShortHair vertex
group to the density slot.
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I then adjust the length of the hair,
set children to "interpolated",
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and go into particle edit mode.
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Make sure to set Preserve Strand Length
and
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Preserve Root Positions in the tool options
as well as check Deflect Emitter.
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Otherwise you will push the hair
inside the head mesh
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when you begin grooming.
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Use the comb tool
and the other tools to adjust
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the hair direction, length, or puffiness.
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Since my hero has a nasty scar
on the left temple,
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there would probably be no hair
growing along the scar line.
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So I go back to weight painting and paint
this area with a weight of 0.
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As a final touch,
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I add two other particle systems
for breakup hair
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and one for some fine
loose hair to give it a more natural look.
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For the first breakup hair system,
I set the number to 0,
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and plant hair strands in particle
edit mode where I need them.
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Then I just groom the hair
and play around
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with the Children settings.
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For the second breakup hair system,
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I create a second vertex group
and paint the top hair part only.
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Then I create the particle system as before,
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but set the number of particles
quite low to about 50,
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set Children to simple
and their amount to 10
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And then again play around
with the settings for roughness and kink.
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Same thing for the flyaway hair.
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But here I set the amount
of children to only 2.
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In the particle edit mode,
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I groom the hair a bit
so it doesn't look so uniform.
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And this is basically it.
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The settings for the hair particles
will always differ depending on the scale
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of your model and emitters.
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So there is no right way to do that.
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I really recommend to play around
with the sliders for clumping, roughness
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and kink, adjust the hair diameter if necessary,
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and just see what looks best.
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In the next chapter,
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we will go through the export
and import process, how to set up
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the groom system in Unreal Engine,
and the hair shader options.
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