They allow you to export different maps and it can reproduce all kind of information. The UVs are quite important if you want to export the geometry to other software.
When exporting the curves you can choose the file type depending of the software where you will import it. Before exporting the curves, go to Fibermesh > Preview and in Preview you can chose the percentage you want. If you do not need all the curves you can export whatever proportion you need. You can also use other brushes such as the Move or MoveElastic brushes, just make sure to go Brush > FiberMesh > Preserve Length and push the slider to 100%, otherwise it will destroy the thickness and length.Įlasticity settings Step 04: Exporting curvesĪfter you have the hairstyle defined, you can export the fibers as curves to work on the hairstyle in different software. You can also change the length of the hair, to shorten them hold down Shift as you pass over the fiber and to lengthen use the GroomLengthen brush. You can mask fibers that you do not want to brush and even hide it simply make a mask of the area and polygroup the mask, then press Ctrl+W to hide it. Each of these brushes has a specific function depending on how you want to style your hair. Now you just need just need to create a hairstyle for your character, there are special groom brushes you can use to help you with this.
Once you are happy with the parameter setting, just click Accept and ZBrush will generate a SubTool with the fibers as shown in the preview. The other parameter is Segments, this defines the smoothness of the hair, the higher the value the smoother the fiber although, this also increase the polygon count.Įxamples of different parameters Step 03: Brush the hair Profile defines how many faces each fiber has - set it to one which will generate thin, flat fibers, and also keep the render time down. There are two more parameters that are quite important. To color the hair you can paint it later or use a color patch. For George you will need to use: Max Fibers - this will give you the density you need to create a realistic head of hair Length - this adjusts the length, as well as the overall coverage and thickness of each fiber Gravity - this is helps towards the direction of the hair and also adds a realistic droop at the ends, although if you brush the fibers the effect will be destroyed. There are lots of different ways you can set the parameters to adjust the generation of fibers, the best way to learn this is by experimenting and finding the settings that are right for your character. Preview of the generate hair Step 02: FiberMesh - Modifiers
Once you have your mask go to Tool > FiberMesh > Preview ZBrush will create the fibers in that area, but it is not permanent until you click in accept but before you do that you need to adjust the parameters.Ĭreate a mask where you want the hair to grow FiberMesh settings This will be helpful when you come to comb the fibers. It will only generate one area of hair in one SubTool or you can do it with different masks, repeating the process several times to get different areas of hair separated into different SubTools. For this kind of character, you can do it with just one mask.
You only need to create a mask in the area that you want to cover it with fibers. Step 01: FiberMeshįiberMesh is the tool we use to create realistic hair and fur in ZBrush. You can buy ZBrush from the Pixologic website. If we want to render the model outside of ZBrush we can use FiberMesh as a guide to do the hair in other package, we will also need to create UVs so we get the best shape and texture.
To get a more realistic look, we can use FiberMesh to create hair for the character. Welcome to part four of the Know the Basics: ZBrush tutorial series.
In part four he shows you how to create a FiberMesh and UVs. Ricardo Manso teaches the must-know basics for any beginner starting ZBrush.