Creating a Super Girl Character: Part 10



1. Xgen Hair in Maya
Step 1
In this last tutorial, you'll be making hair for the character.
First, duplicate the head model and assign it with lambert1. Hide the original head geometry.
Please be aware of the naming convention while working with Xgen.
The geometry’s name must be unique. Xgen defines the data by the name and it causes problems if you have more than one geometry with same naming
Don't contain any symbols or spacebar other than
_in the file path. Xgen won't work if the file path has a space. Use only_or a capital letter in the naming



Step 2
Divide the hair into three regions: front, top and nape.
Select the faces for
front hair region first.



Step 3
Go
to the Xgen shelf tab and click on the first icon to open the Xgen window. Click
on Create New Description.



Step 4
Rename
the Description Name and Collection Name, then choose Splines, Placing and
Shaping Guides, and then Create.



Step 5
By
using this tool, add guides on the head.



Step 6
Select the created guide, hold Right Mouse Button and select Guide Control Points.
Adjust the guide’s shape.



Step 7
By
default, the guide only has four control points. Increase the number of
control points by pressing Rebuild” under the Primitive tab and increase the
number to eight.



Step 8
Add
more guides and adjust the shapes.



Step 9
Untick Tube Shade, click on Xgen Preview (eye icon) to preview the hair.
The
previewed hair’s thickness, density is similar to rendered outcome.



Step 10
Increase the density and decrease hair width for a more realistic hair. Increase the Modifier CV Count so that it has enough CV points to hold the shape like the guides’ shapes.
Width Ramp, left to right = hair root to tip.



Step 11
Add
guides at another side.



Step 12
When
you click Xgen Preview, the hair is blended together in the middle.



Step 13
Under the Region Control tab, click on the brush icon. The head model changes to a red colour.



Step 14
Go to Tool Settings, change the colour to yellow, or any contrast colour other than red.
Paint on the head to differentiate left and right.



Step 15
Back
to Xgen window, click save besides the brush icon. Change Region Mask to 1.0.



Step 16
Go
to Modifiers tab > Add New Modifier > Clumping > OK.



Step 17
Scroll
down and click on Setup Maps, in the Generate Clumping Maps window, click
on Guide and Save.



Step 18
Adjust
the Clump Scale graph until you get the result that you want. Eeither
tick or untick Clump Volumize, it depends on the outcome that you're looking
for.



Step 19
Add another modifier: Noise. Adjust the Magnitude Scale graph.
Without the Noise
modifier, the hair is too smooth and unnatural.



Step 20
Add a new modifier, Cut. By default, the expression is rand(0.0,0.2), which means randomly cut the hair in the range between 0 to 0.2.
Increase the back number to increase randomness.



Step 21
We
will be start making nape hair, select the faces for nape hair region.



Step 22
Descriptions
> Create Description > Repeat Step 4.



Step 23
Add
guides and shape them. Change the settings like front hair.



Step 24
Add
modifier: clumping, noise and cut like front hair’s modifier.



Step 25
Select
the faces for top hair, then create new Xgen description.



Step 26
Add
guides for top hair.



Step 27
Repeat
steps like front hair, add modifiers and paint region map.



Step 28
Add
one more Clumping. Click on Generate. Change the density value if
you want more or less clump. Then Save.



Step 29
Add a Coil modifier to add some details.



Step 30
Select the faces for eyebrows and create Xgen
descriptions.



Step 31
This
time use Groomable splines which is more suitable for short hair.



Step 32
Under
the Grooming tab, increase the Density and Length, then select Interpolate.



Step 33
Select the Pose brush, groom the eyebrows then flip to opposite side.



Step 34
Go to Primitives tab, increase the density. Click on Show, untick Locator to hide the eyebrows splines.



Step 35
Type rand(X.XX,X.XX) in length and width column.



Step 36
Click
on the arrow of Mask and Create Map. Rename the map and increase map
resolution > Create.



Step 37
Go
to Tool Settings, tick Reflection.



Step 38
Paint
the eyebrow shape, black = no hair. Remember to click Save from the Mask
region.



Step 39
Add
a noise modifier then that's the eyebrows.



Step 40
Select
the upper eyelid faces for upper eyelashes and create an Xgen description. Choose Splines like hair which is easier to control the shape.



Step 41
Add
guides for upper eyelashes.



Step 42
Select
all guides, mirror to the opposite side.



Step 43
Change
the density, length and width numbers. For length, you can also add cut
modifier to replace the expression: rand(0.9,1.0).



Step 44
Add
noise and clumping modifier.



Step 45
Repeat
steps for lower eyelashes.



Step 46
Open
Hypershade, create an aiStandardHair material.



Step 47
Reduce the number of melanin and melanin redness, increase the number of roughness and diffuse.
Change the diffuse colour to dark brown.



Step 48
Select
the eyebrows, upper eyelashes and lower eyelashes Xgen description from
Outliner, right click on viewport > Assign existing material and choose the
material that you created just now.



Step 49
Create another aiStandardHair, change the reduce melanin number, increase diffuse and change diffuse color to yellow.
Assign to top, front and nape hair.



Step 50
Test
render to see the result.



Conclusion
In the next tutorial, I'll start working on rigging and posing, then complete the final render.