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Hair Simulation

I used the hair simulation that comes with blender and the emitter is the head. Because the default parameters will make the hair too soft, I slightly adjusted the Damping, the specific value as shown in the picture. Then click bake to start the simulation.
Because the original file memory is too large, I opened a new blender to simulate, and intend to use nuke composite in the end of the hair.

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dress

MD

First import the standard A-pose in MD and hit the board for the cheongsam. The sleeves waistband and collar are stiffened.

reference

Export the finished character animation abc then import it into MD, click record on animation to get him to start simulating.

Lay out the uv of the plates in MD so that the exported clothes in fbx format can go directly into sp for materials.

sp
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animation

Select the bones to enter pose mode and adjust the character’s pose. To turn on auto k-frames.

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Main Lens Testing

The character was bound before, so now it’s just k a pose at 100 fps. 100 fps was set aside before to do the simulation.
Pose the model in the same block as before in maya, apply a material and check the overall effect.

pose ref
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rigging

I use blender’s binding plugin for binding and brushing weights. One problem I encountered was that at first the hair couldn’t be bound in, i.e. it moved with the scalp.

Blender效率工具来了!新版最强三维人物自动绑定插件,堪称黑科技 Auto Rig Pro V3.67_哔哩哔哩_bilibili

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hair

Bangs: the ends don’t have to be in clusters, they are fewer in number
Sideburns: the end shrinks into a small triangle
Curls in the back: shrink the ends a little, about the same amount as bangs

I chose to use blender for the hair because the later animation wanted to be solved directly with the help of the hair dynamics feature. I also tried xgen before this and it rendered out better, but I didn’t know how to get him to solve it and maybe needed to go into houdini, so I didn’t end up using xgen.

ref
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scene texture

plants
bench

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Scene texture

After laying out the uv in maya go to the sp

texture
texture – base color

Because my work is mainly stylized, I don’t want particularly realistic materials, and the realism is mainly added through NORMAL. When I draw the texture, I pay most attention to the base color, and I use texture generation to add a little bit of brushstrokes and dirty stains.

blender

Combine with blender to adjust to a satisfactory result

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Build a Scene

scene in maya
←maya blender→

I briefly looked at the rendering comparison between maya and blender, and I think maya is a bit more realistic, but I wanted a more stylized imaginative style, so I decided to move the scene into blender for the later rendering.

Maya builds the approximate direction of the branch and then goes into zbrush to sculpt the branch.
reference
From quadrilateral to triangular.

I found that the branches were just too laggy to keep three levels of subdivision into maya, and one level of subdivision loses some of the detail, so I used zb’s decimation master tool to convert them to triangles, and put the triangles directly into the modeled scene.

The same goes for the stone steps below, which I face-reduced after the zb carving.

Save two versions, the low model is the triangular faced model and the high model is the sculpted model, baked in sp.

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character texture

reference

First I use maya layout uv (blender would work too but I’m more familiar with maya)
Then I imported substance painter to paint the material.
I use bake to create procedurally generated stereo red shades so I can get a more natural overshoot. Then focus on the base color part of the eyeshadow. I also tried to go bold with shades of green and other colors, but in the end, I felt that the traditional red-orange color was more fitting for my character. Next on the roughness make the eyelids and lips smooth so that it has a watery lip glaze look.

face tex
body tex

I split the texture set into two and did the face and body separately.Once I’ve tweaked it in sp to a more satisfactory effect, I go into blender to view it and tweak it in conjunction.