Hair Designer - Dynamic hair & fur tool

Hello Kal i have your vertex motion and happy with it. I am quite interested with this one, i don’t have any idea how this thing works but is there any possibility to take the creation out of the unity, as alpha cards (fbx,obj,dae) and edit it?

Hi,
all the meshes can be saved as objects in the project folder.
So it could be possible to write an exporter, but the skinning would be broken…
And the shaders (hair&fur, fire…) won’t work with another software. :face_with_spiral_eyes:
The main interest is to keep the model in unity, and edit it with the tool.
I’ll update the brushes and I’ll add more features. :wink:

Better hair root :smile:

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Can make a test with larger plate?

Here a sample with large plates :wink:

Can the hair be saved out as a separate mesh?

Layer’s strands are merged into a single mesh, which can be saved to the project folder.
So it’s fast to load and you can use it on a skinmeshRenderer or a MeshRenderer.
The hair designer component contains all the data for generating the final mesh, so you can do changes whenever you want. The motion system is computed by the HairDesigner component and it also provide the data to the shader, so I recommand to use the HairDesigner component.
If you don’t care about motion, you can use the mesh with other shaders :slight_smile:

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Thank you for your prompt answer. I don’t want to use the shader/ unity/code capabilites out of the box. I just want to use the cards as a mesh , when you improve your product like ( cutting hair etc. ) it could be an amazing hair tool for 3d artists. Actually one of the most time consuming pipeline is making the hair :slight_smile: . It can seriously help me

I’ve started working on this tool because I tried to create hair in blender, and it was so long!!!
Now I can do a hair cut in 10 min :smile:
I’ll probably create a system for baking hair strands into an atlas. It would be faster for mobile devices, and the export should be usable in other softwares. But now I’m focusing on the tool features for designing hair cut.

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If you can take inspiration from blender’s hair rendering (actual hair not polygon hair) the better :smile: Notably using a few control strand before generating clones between them (makes styling easier, as you don’t have to micromanage all of them like in your video) And of course “bend height” basically, combing hair don’t flatten them until a certain height.

Also now I have resolve my banking problem I’m going to buy it very soon anyway :smile: Also you should find the ripped model of sazh from ff13 to see how they did the hair, having base coarse afro hair texture might help a lot having a complete hair solution :sunglasses:

I’ll add different kinds of layer, maybe a DX11 layer with generated hair instead of polygons.
I want to create a system with different kind of hair rendering with specific tools, so you’ll be able to mix them.
I have tons of ideas :slight_smile:
Final fantasy is a great inspiration
http://kotaku.com/why-final-fantasy-xv-has-fantastic-hair-1686719974

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Yeah but sazh is unique :wink:

even Dazh has good variation of the same hair model, given nobody give thought to what afro hair looks like, you will help make a breakthrough in hair design in game if you can mimick their model, ie You could be the most advance hair solution ever!

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Hum, maybe I could do a kind of hair metaball… :stuck_out_tongue:

It’s nothing like that, it’s more like tree shader

That’s why I told you to find the model rip to study, It’s nothing like blob or whatever, you can make something compatible, you are almost half way there :wink: There is a definitive pattern of placement.

It’s a shame that Japanese who almost never see coarse hair in their life had a better grasp of technique to achieve them.

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the metaball system could be a tool for creating the volume, instead of painting all the strands, then the finale mesh would look like this :slight_smile:

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Yeah but I’m still not sure it would be great, coarse hair is still hair, it is organized in strand, disclaimer I haven’t that type of hair. The thing is that this one is just one type of hairstyle, you can do many hairstyle with coarse hair.

I have collected a few image for reference.

Strand still reveal themselves in most hairstyle, the difficulty is to make their volume and tight curly nature reveal themselves, but half of that is the texture.



More example!

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Kal i like it so much i decided to buy it after you add the cut/shorten tool . Do you have any performance test because i think i will use it a lot, for the furry enemies .
For the main characters i want to create the general hair with this and i will add some alpha cards manually to enrich it.

There is an example in the link made by the top visual artists of the world.They do it strand by strand manually.

https://www.artstation.com/artwork/JOY4A

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Really nice references, thank you.
I’ll work on this :wink:

The performances depends of :

  • the number of hair strands you’ll paint
  • the hair density in the material properties
  • the shadow resolution (light parameter)

Note : When all the layers are done, you can add the ‘LOD Group’ component for switching between layers.

I’ll add a length brush soon, what kind of effect do you need for the cut/shorten ?

Thank you for the references :smile:
One of the next step will be a full control of each strand curve. I hope I’ll be able to create these kind of hair cut!!!

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Here a test : 10 characters with fur (more than 12000tri) 60fps

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