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DIGITAL SCULPTURE
WEEK 1

We began by studying the anatomy of the skull. Some hey features to differentiate between a male and female skull are:

- Males have more protruding supraciliary arches and a more angled back forehead. 

- Males also tend to have a more defined jaw line.

- Females tend to have smaller supraciliary arches and a forehead at more of a right angle.

- They also usually have softer jawlines.

Anatomy of the skull
DigitalSculpture_Skull_Drawing_Excercise labelled.jpg

Here I have included a section from 'Drawing Basics and Video Game Art' by Chris Solarski which goes into some more detail about the structure of the human skull.

It shows all the key features to consider when drawing or modelling a human skull.

skull.jpg

Here I did a quick study of the nose.

This was an in class study to learn the basic brushes and interface.

nose sculpture.PNG

Practice 02 at the nose. Adding more definition and carving out the shapes to create shadows and structure. Adding muscle definition along the bridge and tip to highlight where the nose would move/wrinkle when snarling. Creating more hollowed out nostrils to give depth and become more realistic.

zbrush nose 02.PNG

An exert from 'Drawing Basics and Video Game Art' by Chris Solarski describes how to use boxes to plan out the drawing of a nose.

It tells us how the nose bone stops at the top of the nose and the rest is mailable as it is is made of cartilage. It also shows where the muscles would be present when making facial expressions.

Anatomy of the head.
03.jpg
02.jpg

Here I followed the activities in 'Drawing Basics and Video Game Art' by Chris Solarski and created my own sketches to practice the anatomy of the head and facial features. I sketched various ways and positions of each in my sketch book by hand and scanned the pages to put on to this website.

01.jpg
Personal Study
human-skull-chart-260nw-87593128.webp
My Sculpt

I did a quick attempt at the eye just to start visualising where the features would be when sculpting. Focusing on making the lids around the eye and learning how to use the move brush to curve the eyeball. I used the dam-standard brush to mark out where the iris and pupil would be just for reference.

eye.PNG


WEEK 2

The cartilage in the nose is what makes up the majority of the nose. 

The bone along the septum (columella-labial angle) is what determines the shape of the nose whether it is more turned up or down. 

The parts around the nostrils under the lower lateral cartilages is made up of Alar fat and so is a lot softer and smoother.

OIP (1).jpg
DigitalSculpture_Nose(1).jpg

Below are my sculpts of a nose in ZBrush adding more focus on the cartilage and individual parts of the nose as studied above. Adding in the Philtrum below to show where the nose would lead to the lips.

nose 01.PNG
Capture.PNG
nose 03.PNG
nose 02.PNG
Process and Sketch-Fab of the Nose:

This diagram shows the cartilages of the nose and how to separate into sections. 

My Sculpt 3

WEEK 3

This week's focus is on the mouth. Below shows the main parts of the mouth to be considered when sculpting.

DigitalSculpture_Lip_Excercise (1).jpg
lips.PNG
mouth.jpg
lips 2.PNG

Here shows the sections of the mouth when sketching.

Separating into shapes like this allows a better understanding of where the muscles will move when drawing facial expressions and defining age differences between characters/subjects.

Simplifying the lips into shapes allows me to plan what shape the lips will be and fit better into the overall face.

teeth.PNG

The teeth are not straight in the mouth but are in a curved formation and therefore teeth will overlap and be out of sight when smiling. 

Remembering this when sketching or sculpting will make the teeth and mouth more realistic. The upper incisors are 1/4 bigger than the lower incisors. When smiling the smile reaches the canines typically.

My Sculpt
mouth sculpture 01.PNG

Here are my first attempts at sculpting the lips. The jaw is not defined enough and the bottom lip too big.

mouth sculpture 02.PNG

I also needed to pull the cheeks out to make a more rounded bite. 

Sculpt 2
MOUTH SCULPT JPEG A1.jpg

Here I adjusted the parts that needed fixed. Making the bite wider and more rounded, making the lips more the same size and defining the chin and edges of the lips. 

Below shows the sculpting process in ZBrush.

Personal Sketches
Lips Study:

These sketches show the mouth and teeth in various positions such as pursed lips, closed mouth and open. 

I sketched these to practice positioning the lips in different ways and drawing teeth based off the anatomy discussed in the above notes.

lips study.jpg

WEEK 4

Personal Sketches
Ear Study:

I sketched the process of drawing an ear step by step to show the key features and where the shadows would fall. Starting with a rectangle to plan the size of the ear makes filling in the outline a lot easier. 

ear 01.jpg
ear 2.jpg
ear 03.jpg
ear 05.jpg
ear 5.jpg
ear 06.jpg
Additional research:
michaela-bedard-michaelab-ear-and-lip-studies.jpg
Anatomy of the Ear:
6a00d8341ccad453ef019b01f3c102970b.gif
2423e26416b5f0d5f0488b8b5b31bca8.jpg
301602_1_En_2_Fig1_HTML.png

This week focuses on the ear. The ear is shaped like a funnel to 'funnel' sound into it. The shape of the ear follows the jawline and does not sit flat on the side of the head.

DigitalSculpture_Ear_Exercise.jpg

Below are my sculpts of the ear based off the anatomy learned I began by creating a mask the pulling the ear shape out to create the 'funnel' shape. Then using the standard brush, I built up the ear around and on top of this section. Using the reverse standard brush to carve in the ear hole and anti-helix.

My Sculpt
Below is my sculpt of an ear with and without the key features labelled:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Below I started a new sculpt and made another ear. I completed this one faster and was able to plot the anatomy a lot easier after modelling the first one. 

EAR SCULPT JPEG A1.jpg
Sculpt 2
EAR SCULPT JPEG A1.jpg
Tubercle
Helix
Anti-Helix
Tragus
Anti-Tragus
Inferior Crus
Superior Crus
Triangular Fossa
Lobe
Intertragic Notch
MY SCULPT
ear_sculpt_02.PNG
ear_sculpt_002.PNG

The reference for this ear had a different structure than the previous as can be seen in the images.

WEEK 5

Personal Sketches

Eye Study:

I sketched out the process of drawing an eye from line work to shading. This will help when sculpting as I can see the main frontal features, shapes and shading points.

eye 1.jpg
eye anatomy.jpg
human-eye-anatomy2.jpg
Anatomy of the Eye:
eye lecture.PNG
DigitalSculpture_Eye_Exercise.jpg
My Sculpt
EYE PIC..PNG
EYE PIC 2.PNG
Sculpt 2
Sculpt 3
EYE_SOCKET_03.PNG
EYE_SOCKET_01.PNG

WEEK 7

This week I focused of developing the eyeball in Maya adding bump maps and texture materials. I also used Maya to add transparency as well.  I started by making the Iris by halving a sphere, indenting the surface using the extrude tool and adding both the Iris bump map and material.

Iris Maya Texturing.PNG
Whole Eye textured maya 02 .jpg
Whole Eye textured maya.jpg

I then made the sclera which is the white and veiny part of the eyeball. This was made by overlaying a slightly larger sphere over the top of the iris and making the front half transparent using the 'ramp' tool. 

I then used the same process for adding the material as I used for the Iris.

I noticed the eye didn't have a defined darkened edge where the sclera and iris cross over. To correct this I went back and adjusted the size of the texture on the iris to make it smaller, then adjusted the ramp.  

Whole Eye textured maya 04.jpg

As seen below the iris now has the darkened ring lining it which creates a more realistic transition. 

Whole Eye textured maya 06.jpg
Render View:
Whole Eye textured maya 05.jpg

WEEK 8

Alpha Textures

Below are two examples of Alpha textures that can be applied in Zbrush to add texture to a model. These can add realistic looking pores, scales and scars etc. Using the DragRect tool allows me to place the alpha where I want it on the model. The alphas must be applied in high resolution for it to be effective.

pores02.tif
pores04.tif

Here shows the DragRect tool and the chosen Alpha as well as the application.

Pores alpha 1.PNG
Pores alpha 2.PNG
A1 Research

Fae (or Faires) originated from European folklore as mythical creatures. Commonly believed to be small innocent creatures when in fact were described as vicious, dark and monstrous. They were described as having humanoid features in various shapes and sizes and despite being cruel, were also beautiful. In modern renditions of the creatures, they have taken the appearance of demon-like creatures with wings and horns. Pale skin, black eyes and nature colored hair are common descriptions with mostly human features unlike the typical demon description which were more creature like. 

Mood board
thumbnail_Image (6).jpg
Image (2).jpeg
Concept Sketches

Here I quickly drew some basic sketches to plot out the features I wanted and the basic details of the face.

sketch 3.jpg
Development
The Head and Horns:

For the horns a began by applying two cones to the top of the forehead thinking it would be easier to sculpt on top of the geometry. 

After a few attempts I discovered that the clay build up brush did not take well to the shape and would deform in strange ways.

Because of this I decided to delete the geometry and use the clay build up to create the horn shape instead. 

Though a few problems with deforming still arose, overall, this method achieved a much better result and allowed me to build more texture.

To begin sculpting the face I started with making the cheekbones very pronounced and sharp. Then I changed the shape of the jaw and chin to make it longer and more angular as I wanted slightly more feminine characteristics on these areas. This makes the face look sharper and eviler looking in my opinion.

 

I plotted out where the arch of the eyebrows would be by sculpting sweeping motions upwards instead of arched over, this was to add to the angular look of the face and will eventually develop into more of a scowl.

I then created a nose which I wanted to be fairly triangular and symmetrical to then be manipulated into facial expressions. I used the standard and dam standard brushes instead of the clay build up for a smoother look. 

Finally, I quickly shaped the ears using the move tool and the standard brush to arch the ear into a point. 

head progrees 03.PNG
head progress 04.PNG
Eye Sockets and starting the ears:
Head progress 06.PNG

Next, I focused on plotting out the details of the ears and around the eyes. 

For the ears I used the standard brush for a smoother application to plan out where the main features of the ear will be. This took some thinking about as I wanted the ears to be pointed therefore the typically anatomy would look slightly different. During this process I forgot to turn symmetry back on and only realised halfway through meaning the ears were at different stages of development. However, because this was just the initial planning stage it wasn't too much of an issue because I knew I would be going back over both ears to build up thickness and detail. 

I decided to extend the forehead after feedback in class to make it more masculine. Making it longer and more sloped back is more typical in males, so I made adjustments accordingly. 

 

 

 

 

 

Here I started to focus on the eye sockets and building up the shape of the brow. I wanted a very dramatic brow with more pointed/sharp cheekbones. 

I sculpted the brow to be in a frown/scowl expression as I felt it added to the characters personality. This meant sculpting a very thick arched brow and plenty of wrinkles around the bridge of the nose and forehead.

I also added the under-eye fat and wrinkles to make the character appear older and more aggressive. It also highlights the sharper cheekbones and balances the proportions. 

I added two spheres to temporarily be eyeballs so I had something to sculpt around. 

Finally, I added very defined nasal labial folds from the nostrils to where the mouth will be. This will help when sculpting the mouth into a scowl expression later on. 

 

 

Lips front.PNG

The Lips

The lips I started off by using the DamStandard brush to draw in the parting between the upper and lower lips, then I used the Pinch brush to create the shape of the Vermillion borders on both the upper and lower lips. Then I used the Claybuild up and Smooth brushes to create volume on the lips, the three pads on the upper and two on the lower. Finally I used Damstandard and Pinch brushes to make the Philtrum.

The Lips

Since I had already created the Marionette lines previously, it made planning the size of the lips easier as I just needed to match up the corner of the lips to where the lines finished. I made sure to rotate frequently when building up the lips so that the upper lip was protruding out slightly more than the lower as is most common. 

The Neck

For the neck I used the Claybuild up and Smooth brushes to create the strong lines of the neck. Even though I knew I wanted to add clothing later on, I wanted to build out the neck muscles to show underneath the clothing.  Because I sculpted a male character I gave him an Adams Apple and made the neck slightly wider.

The Back

At the back of the neck, into the top of the back I wanted my character to appear strong and toned but not overly muscular. I knew that because he has horns that would weight down his head, strong neck/back muscles would be needed. I created the sweeping lines using the Claybuild up brush to bring definition to the neck and attach the lines of muscle to the back of the head for stability.

The Eyebrows

I wanted my character to have strong eyebrows to enhance his scowling expression. For this I used the Damstandard brush, both normally and inverted, to brush hair like strokes to the brow bone. I made sure to direct each of the hair stroke in different directions, following the same hair pattern as typical eyebrows.

The Ears

I developed on top of the ear sculpting I had done previously and focused on adding more details. I stuck to typical ear anatomy but adjusted the top of the ear to accommodate the pointed shape. I also focused more on behind the ears to give the typical trumpet shape and smooth exterior.

Skin Scarification 

I used circular raised spots to add decorative markings on to the skin, mainly on the head and cheekbones in patterned lines. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Skin Texture

I used an Alpha texture to add skin pores. I applied this using the Dragrect brush all over the skin.

Skin pores 01.PNG

Clothing

For the clothing I wanted to create a high necked tunic with some sort of leather armor/protection across the shoulders, back and chest. To create this I first masked out the shape of the tunic and used the Extract method at around 0.04mm thickness. I smoothed out the edges and used to move tool to place the neck of the material where I wanted it. I then drew another mask on top of the extracted tunic, covering the shoulders, back and chest. I extracted this mask separately to create the armor style clothing. I used the smooth tool again to round the edges and the move tool to create a different shape that curved up off the shoulders. 

Clothing Texture

To apply texture to the clothes I first used a Textured brush to create the leather look of the shoulder plates, I applied this with the Standard brush all over the layer. I then used the Damstandard brush to carve out scratches and grooves into the leather to give it a worn look and more character.

For the tunic I used the Damstandard brush on a low intensity to create dimples and creases in the fabric around the collar to give it less of a ridged look and to make it look more worn. I then used the Layer brush to create the folds in the arms, chest and back along with the Damstandard brush to really carve out the folds of material. I wanted to material to look more intricate yet durable like a light armor worn underneath. 

The Horns Texture

I began to apply a rough scale like texture to the horns with the texture being larger at the base and getting smaller the further up the horns. However, I encountered a problem which meant the sculpt was warping and created stretched surfaces meaning the textures could not be applied. To combat this I had to turn on Dynamesh and smooth the models surface in Dynamesh mode. I then switched Dynamesh off to continue to texture. 

The Lips

I decided to add some more detail to the lips as they looked too smooth. I used the DamStandard brush to add some grooves and skin texture to make them look more realistic and rough. 

Lips textured.PNG
Lips textured 02.PNG

Horn Details

Finally I added some details to the horns to make them more textured and rough. I used two different Alphas, one for a brick like pattern for round the base and lightly up the horn, then a ridged one to make the ridged line wrapping round the horns, decreasing in intensity the higher up I went.

Horn details 02.PNG
Horn details 03.PNG

Low-Poly

Once all the sculpting and details were complete I needed to reduce the PolyCount of each of the models parts so that I was ready to be textured (painted on). I ZRemeshed a duplicated version, made a high and low subdivision and UV Unwrapped and Projected the original version on to the low-poly version for each part of the sculpt. Then I saved the low-poly version separately ready to texture. 

Texture

For the texturing I decided to use the paint technique within ZBrush. Using a variety of brushes, Alphas and colours. 

Texture 02.PNG
Texture 03.PNG

Skin

For the skin I wanted a pale white looking base where I could then layer on top of. I infilled colour using an off-white grey toned base colour for the whole head and neck. I then added a grey speckling across the top of the white as skin discoloration giving the character more of a grey gaunt look. Finally I added pink tones to the areas that would be naturally pinker, around the nose, eyes, lips and ears.

Eyes

Around the eyes I wanted a charcoal black makeup look so I created smudged black circles around the eyes. I felt this made the character more menacing and warrior like. I also added blue veins around the eyes that stand out against the pale skin.

Lips & Paint

The lips I added more pink tones too, focusing on around the edges and along the inner line of the lip. I didn't want to make the lips too pink as it would clash with the paleness of the face. I also added red war markings to further enhance the warrior likeness. I decided on red as red is a symbol of warning and danger which suited the character I had in mind.

Ears

The ears also required more pink tones as naturally ears are warmer coloured compared to the rest of the face. I added pink specifically along the tip and outer edges, the inner section and along any veins where there is more blood flow. The veins I used the same principles as the eyes using the Dragrect tool the apply Alpha 60 to the areas I felt where correct. I kept the colouring quite bright blue for contrast.  

Back of the Head

Here I applied more of the grey skin discoloration to imply some ageing as well as faint veins running up from the neck through the base of the head. I also applied more veins to the back of the ears as typically they are more predominant here. I added blue tints around the raised bumps to signify stretched skin and perhaps bruising.

Horns

For the horns I had already sculped a lot of the bumps and ridges so that when I came to texture, the roughness was already in place. 

I applied various shades of brown and grey in layers across the horns, starting with a darker base and getting lighter the further up the horn with the tips being the lightest. I wanted the gradient to seem natural and define where the horns separate from the rest of the head. 

I also tried to apply darker tones in between the ridges of the horns to deepen them and show the variation in depth and height. 

Clothes

For the outer armor I applied deep blacks and browns as bases layers and then added lighter tones to the top to show wearing and discoloration from use. 

I deepened the scratches and grooves made to the leather with darker colours.

I applied dirt by using the Dragrect and Alpha brush 08 in a light brown colour in patches across the armor.

For the under shirt I mainly used black with some dark brown marks to show worn parts (around the collar). I applied some dirt using the same process as above around the collar edges and sleeves. 

The back the clothes where kept the same as the front for continuity. With just a little more wearing along the top of the armor where rain would likely hit or a cloak would rub.

Side View

1/4 View

Close Up 

Front View

First Render Images in Maya
thumbnail_Image (1).jpg
Render_01_Villain.jpg

These images were practice renders as I Tried to get lighting and render settings correct. As you can see, the first three images, the quality is not high enough for a final render and in the second set of images the lighting is too dark. It was useful to see how the sculpt reacted in Maya and how much more realistic the results became.

Assignment 02
Final Renders

Below are my final Maya renders for Assignment 02, Villain Sculpt. I added a three point lighting set up for some atmospheric moody shadows and sub-surface scattering. I used various camera angles to show the different sides of the model. On reflection the only part I feel I would change is that the skin pores/details somehow got lost in Maya even though they were present in ZBrush, I feel that if I were to re-do this model again I would make the pores more pronounced so they would not get lost in the Maya render. Other than this detail I am very happy with how the model turned out and learned a lot along the way.

Render 06.jpg
FACS (Facial Animation Coding)

Below are my animated facial expressions for my Villain Sculpt. I did a Variety of expressions as shown in the video. I have also included three screenshots of the best expressions, Sadness, Anger and Happiness. I made these FACS in ZBrush first using the layers application and then exported into Maya to put into an animation sequence where I keyframed each expression.

Sadness.PNG
Sadness
Anger
Happiness
FACS in ZBrush:
Capture2.PNG
Animating FACS in Maya:
END OF ASSIGNMENT 02 WORK

WEEK 9

Fat

The two many types of fat are:

-Subcutaneous fat

(Under the skin)

It is all over the body and as someone gains weight it gathers in some places more than others.

It forms compartments within the superficial layer.

-Structural fat pads

Usually, deeper as provided protection.

Age makes the fat pads separate, reduce and sag.

Orbital fat pads are to protect the eyes. 

There are 2 on top and 3 on the bottom.

The nasal fat pads are on the medial border.

Capture.PNG
Capture4.PNG
Capture2.PNG
Capture3.PNG
Colour
Capture 2.PNG
colour zones jame gurney.PNG

Skin colour following the typical colour theory for a face. Yellower tones in the first third, red tones in the second and grey tones in the third.

Capture.PNG

Applying veins and beauty marks. Using the dragrect tool to apply the alpha I used two different alphas in different colours. Blue lines for veins and brown dots for the beauty marks. 

Capture 3.PNG
Texture

Here I learned how to apply a texture without painting the colours on by hand. Instead, I imported a photo of a mouth into Zbrush texture tab and spotlight this image onto the model. First image is the photo used and the second image is the final look on the model.

MouthTexture.jpg
importing texture from photos.PNG

WEEK 10

The Neck

This week we focused on the anatomy of the neck and upper back muscles. 

Clavicle
clavicle.PNG
Trapezius
Platysma
Boney Landmarks
Sternocleidomastoid
Adams Apple
1/3 Yellow Tones
2/3 Red Tones
3/3 Grey Tones

James Gurney at Sunday, May 25, 2008

WEEK 12

FACS - Facial Animation Coding System. 

Capture.PNG

WEEK 13

XGen

I experimented with getting XGen to generate hair in Maya to understand the basic principles. Below are some images of a my generated hair. 

Primitives Box:
Capture3.PNG
Modifiers Box:
With Lambert Material:
With Arnold AiStandardHair Material:
With Arnold AiStandardHair Material and Lights:
Capture6.PNG

Directions for setting up Hair in XGen:

Set project and accept in project window

Always save regularly 

Only accepts lambert textures 

Xgen in windows workspaces 

Create New description 

Collection is the name

Description (add ie long hair)

Placing and shaping guides click on 

Add or move guide 

Click on model 

Control using scale, rotate tools 

XGen doesn’t like undo 

Sculpt guides 

Can then move guide around into position

Click mirror tool with guide selected if needed 

Click the eye (XGen preview) to view the hair 

Increase density for thickness 

Modifier count, changes the subdivisions 

Select guides, rebuild, smooths the subdivisions 

Length leave at 1

Width, reduce the width to make strands thinner

Use antialiasing to view the realistic version

Width ramp, is the tapering of the ends 

Go to modifiers tab

Add new modifier 

Clumping 

Will come up with warning just tells us we don’t have a map. 

Click set up maps

Generate clumping map 

Increase density 

Guide

Save 

Go to the mask 

Can reduce or increase how many strands clump

Clump effect does similar thing 

Noise effect, effects the amount of noise on the guides/clumps. Not individual hairs 

Curl effect, use the graph to add waves 

Add second clumping 

Set up maps 

Generate (not guide)

Increase density 

Save 

Add noise modifier

Can adjust frequency and magnitude 

(On the graphs left to right is root to tip)

Add cut modifier 

Allows us to adjust how long or short hair is 

Can do this on the amount section 

Add coil modifier 

Adds spirals to the hair 

Radius adjusts how big the coils are 

Add noise modifier 

Increase magnitude 

Type stray() into the mask section 

Descriptions 

Set stray percentage 

Will apply the mask to whatever percentage of hair you chose 

This give the more realistic look of stray hairs 

If you want to render in Arnold you have to assign new material (aistandard hair) 

Then can change the colour ect and render in Arnold 

In primitives tab

Guide animation 

use animation 

Create hair system 

Apply 

This creates dynamic curves 

Attach hair system 

Would have to do an alembic cache to render out 

This is a way of storing animations

WEEK 14

XGen Part 2

Applying hair into a hair style. Also looking at applying eyelashes and facial hair. The notes below are the instructions used to generate these styles in both Zbrush and Maya for my future reference.

My Notes:

Head hair and Facial Hair:

Creating guides in Maya

Duplicate model and rename one hair

Make sure to work on hair model

Use clay build up to build up a hair style 

Make folder on desktop or wherever you need

Save project

 

( Zplugin

Zremaster

Unwrap 

For both models to get uv maps )

 

Go on to the original model and give more polys

Click export as obj 

(This is the one without the hair) 

Select model with hair 

Export as obj 

Save again 

Go into maya 

Set project 

Crest default workspace 

Project window 

Accept 

Then save scene

Import 

Workspace root 

Obj 

Bring in all folders (eyes, original head and hair)

Scale up

Modify 

Freeze transformations 

Reset transformations

Hide original head in outliner 

Windows 

Workspace 

XGen 

Select hair model 

Generate 

Make paintable 

 

( Extra- Click little camera 

Focal length change to 100m lense )

 

Paint effects tool 

Draws a line on the model it will follow the shape of the model

Draw your lines in the direction the hair will go

The more guides the better the effect on the hair

Select the strokes in the outliner 

Modify 

Convert 

Paint effects to curves 

Save projects

Delete strokes in outliner 

Hide the models so only strokes show 

Click drag select all strokes 

Edit 

Group 

Delete previous stroke groups

Bring back the original model head 

Paint selection tool 

Turn on symmetry 

Paint the polygons I want to be hair to crest a mask

Go a little bit over the stroke lines 

XGen 

Create new description 

Collection is the name

Description is “hair” or type of hair 

Placing and shaping Guides 

Create 

Utilities 

Curves to guides

Select all curves in outliner

Add guides 

 

Primitives 

Density up

Width reduce 

Width ramp reduce at end 

Press antialiasing 

Increase modifier cv count

Select guides in outliner 

Rebuild 

 

Select main head 

Object mode 

New material 

Lambert 

XGen 

Primitives 

Click downward triangle next to mask 

Create map

Call it density mask 

Map resolution up to 20

Start colour Change to black 

Shading 

Wireframe unshaded

Change drawing colour to white 

Draw on where hair needs to go 

Press save icon

Will only then generate hair where map was 

You would then sculpt the guides better by hand moving them 

Modifier 

Add modifier

Clumping 

Set up maps 

Density of around 20 

Guide 

Save 

Reduce clumping modifier under mask setting

Can also use the density mask process to make a length map. 

Follow similar process as XGen 1 lesson to tweak and add different modifiers. 

 

 

(If it crashes make sure to reset project)

 

Creating guides in zbrush 

Go to original head model 

Duplicate 

Rename as density 

On this model 

Change material to skin shade material 

Change colour to all black 

Colour fill object to black 

Switch colour to white and draw on where the eyelashes and eyebrows or beard would be 

Use smooth tool to smooth edges of texture 

Do the same for the hair 

Use gradient colour to give a fade 

Zplugin 

Multimap exporter

Texture from poly paint 

Create all maps 

Go to maya 

File import obj

Crest new description (usual)

Add guides 

Sculpt guides downward for beard 

Place in key areas (upper lip, cheeks and chin) 

Interplate inbetween (generates more guides automatically for you in same directions) 

Select guides in outliners 

Mirror guides 

View hair 

Primitives 

Go to the density mask 

Create map 

Create 

Save icon 

Hypershade window 

Textures 

File 1 

Image 

Choose density map

Save icon

This applies mask 

Creat map for length 

Generate 

Save 

Hypershade 

Textures 

File 2 

Image name 

Select map

Close and save 

Then adjust modifiers and primitives as usual 

Xgen beard 02.jpg
Xgen beard.jpg
In Class demonstration of creating a beard with XGen:

Creating Lashes:

Maya 

Set project 

Create default workspace 

ZBrush

Duplicate head model 

Subdivide (52,000 polys in example)

Zplugin

Uvmaster 

Unwrap

Rename “lashes”

Export “lashes” to new folder as obj

Export the eyes to same folder as obj 

Maya 

Import 

Workspace route 

Obj 

Import eyes and “lashes” head 

Scale up 

Change focal length if needed for camera 

Turn on symmetry 

Paint select 

Make sure in face mode 

Make brush smaller (B) 

Paint along the lash line to turn polygons orange 

XGen 

Creat new description 

Call it lashes 

(Keep top and bottom lashes separate)

Place guides

Add guide 

And click on lash line to place at each end of lid

Move guide into a more curled shape and position 

Then when middle is placed it will inherit the shape of the others 

Press control click to move the lash 

Select all guides 

(Channel box, create layer, R means it is not being worked on. Separates sections to work on) 

Then go through and size the lashes and make more realistic 

Press mirror

Now appears on both sides 

View 

Primitives 

Increase/decrease density 

Increase/decrease thickness 

Taper ends with width ramp 

Select guides 

Rebuild 

About 15 

Turn on antialiasing 

Hide guides 

Save as

Density map, create map 

20 resolution 

Black 

Create 

Shading

Wireframe unshaded 

Change colour to white in tool settings 

Paint a thinner lash line along the eye 

Change colour to black to Erase any mistakes 

Use gradient shades to make tapered lashes 

Press save icon 

Turn off wireframe unshaded 

Click off the tool 

Lashes should now appear in a thinner line 

Modifiers 

Add clumping 

Setups maps 

Guide 

Increase density 

Save 

Bring down clumping under clumping modifier (or use the script off blackboard to create the drag bar)

Apply 

Add another clumping 

Generate 

Increase density 

Apply 

Add cut modifier 

Adjust length how you like 

Add noise modifier 

Adjust how you like 

Top lashes should now be on 

Follow same process as “XGen hair” to render out (aistandardHair)

lashes 2.jpg
lashes 1.jpg
In Class demonstration of creating lashes with XGen:
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