Xgen torrent
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Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker. Audio Software icon An illustration of a 3. However, XGen relies on the Maya paint tool in order to create maps for your groom attributes. So if you plan on using them for your character you have two options: - Create scalp geometries and give them UVs in the UV space - Create a UV set for your existing geometry For a student pipeline I think it is easier to create some scalp geometries as this allows us to make more use of our limited UV space to create more detail on out maps without needing very high resolution maps.
If you don't mind using multiple software packages: Alternatively, you can bypass the need for UVs altogether by painting PTex maps directly using either Mari or Mudbox. Doing this has a few key advantages, first it not having to use the Maya artisan tools and instead being able to use much nicer brushes for painting variation into your maps.
It also completely bypasses UVs which is nice : The only real downside is slightly slower iteration time since you have to take more steps to update the maps you are using.
To load a custom ptex map into xGen simply drag and drop the file path into the attribute you want it to drive.
Make sure that this path is relative and that the file is saved within the XGen folder. How is XGen structured? XGen uses a pretty simple file structure to store any relevant files that you create and the basic setup goes like this: -Project -XGen folder -Collections - Collection folders for your project -Descriptions - Modifier folders - Maps - Points - Connectivity file You don't really need to worry too much about this structure since XGen will take care of that for you but if some of you files go missing you know know where to replace them : There is also an additional XGen file created whenever you save a scene and this file is vital for XGen to load when you open your scene.
This file will be saved wherever you scene is stored and will share the same name as your original scene: i. Part Preparing your model for groom So, before we can start creating our groom we first have to prep our model to make all future work much easier to carry out. Also make sure that you delete your history and freeze transformations to make sure that the mesh is as clean as possible! From here we can start making our scalps : Duplicate your base mesh and select the faces where you want there hair to be grown from for that particular groom.
Then grow your selection so that the selected area is larger than what you want for the hair, this is important since it is very easy to mask out an exact hairline when you have more geometry than you need. From here just invert your selection and delete, you should now just have a floating piece of geometry for your groom, name it and put it in a new group.
Rinse and repeat these steps until you have all the scalps you will need for your groom! It also help to create display layers in order to keep your scene clean. It is important to note that you should never move these scalps, the vertices of the scalp should exactly match their corresponding vertex on the original base mesh. This is so that when connecting your scalp geometries into a rig you can use a simple wrap deformer and get perfect results with very little work.
Finally, project a new UV for the scalps and unfold. For most grooms you're scalps will not need any cuts on their UVs and can just be projected and unfolded.
Just make sure that they are in UV space! That's pretty much it but here's a quick note for the rigger for your project. Please do not just parent the scalp geometries to joints as XGen will not recognise its movements at rendertime and thus the hair will not follow the mesh.
Instead, copy your weightpaints onto the scalp OR use a wrap deformer to attach to scalp to your base geo. The scalp geo does not need to be visible in viewport in the rig or at rendertime since its visibility has no effect on XGen outside of the initial grooming set up.
Part Starting your groom It's time to create our grooms :D First you will need to load your XGen plugin if you have not done so already, then open the XGen description editor. This should now open a tab in the attribute editor, simply select your scalp geometry and click create new description, now set the name of your description and collection appropriately and turn on "placing and shaping guides". In terms of naming its entirely up to you as there is no "correct" way to name anything as long as it is clearly defined.
So now that we have our groom description set up it's time to start placing our guides. One quick note with XGens guide system is that one nice little feature it has which is automatic interpolation for newly placed guides, I like to abuse this feature by having the first two guides I place be the two that are furthest apart. Doing this means that you will not have to do as much work when blocking out the primary guide positions since XGen will try to do this for you to a basic level, and it will only get more accurate as you place more guides : There's really not too much I can say in text form to help in deciding to place guides but I should be making a short video series for this soon which will show the process in a little more detail.
In the meantime I can say that there are a few key considerations when placing your guides: - Try to keep their spacing as even as possible and avoid large areas on the scalp that don't have guides.
You can do this using the "rebuild" option in the guide tools section of the primitive tab. Also, if you plan on simulating your groom, this CV count should be increased to give you more accurate simulated results : - Pay particular attention to the silhouette of your groom as well as the overall flow from region to region.
Important note: At the time of writing this tutorial this groom is more than half a year old and I have to say that the guides here are not really dense enough to give full control over the groom or any aspect of simulation especially those brows! However, it did get the job done. Just keep in mind that the guides on display here are super minimal and are only suitable for student work. Once you have your guides blocked out we need to start generating the hair, you can do this using the first button in the XGen interface.
Now you need to set your density, hair width and taper, the exact settings for which are incredibly dependent on scale and type of groom so you'll have to tune these settings by eye.
Oh and make sure that the hair CV count is high enough for the hair to capture the shape you want. You can do this in the primatives tab, just scroll down until you find the primitive CV count and increase this number until the hair matches the guide shapes.
Part Adding modifiers Once you have your basic groom set up with the density, guides, and hair width you want it is time to start adding your modifiers. It is important to note that modifiers are calculated from the bottom to the top and clumping is always calculated first in the stack, please consider this when changing the order of your mods.
First, I'll give a brief description of the primary modifiers used in most grooms. Clumping: Clumping is the most important modifier for most grooms and basically serves to attract multiple strands of hair in to primary form or clump.
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