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GMH 2 GMH <strong>Hair</strong> Style Tutorial<br />
1 CONTENT<br />
2 Prepare polygon hair models ......................................................................................................................................................................................... 2<br />
3 Create GMH <strong>Hair</strong> Style System ....................................................................................................................................................................................... 3<br />
4 Convert polygon meshes to GMH Surface .................................................................................................................................................................. 3<br />
5 Edit GMH Style System ..................................................................................................................................................................................................... 5<br />
5.1 EDIT PFX SEGMENTS...................................................................................................................................................................................................... 5<br />
5.2 EDIT SURFACE HAIR THICKNESS ( HAIR CLUMP PER EDGE LOOP )......................................................................................................................... 6<br />
5.3 Duplicate & Convert workflow .................................................................................................................................................................................. 7<br />
5.4 Edit Clump Width ......................................................................................................................................................................................................... 7<br />
5.5 Edit Thinning ................................................................................................................................................................................................................. 8<br />
5.6 Best practice ............................................................................................................................................................................................................... 9<br />
5.7 Other settings ............................................................................................................................................................................................................. 10<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 1
2 Prepare polygon hair models<br />
<strong>GMH2</strong> is a script to convert polygon base<br />
meshes to hair so you would need to create polygon<br />
hair models before using <strong>GMH2</strong>. Open file<br />
<strong>GMH2</strong>.6_<strong>tutorial</strong>File001_basePolygon<strong>Hair</strong>Model.ma<br />
You will see a pre-made model with polygon hair<br />
style, this is an example of how the hair model could<br />
be setup to work with <strong>GMH2</strong>. It does not need to be<br />
super detail, draft block-out meshes are good<br />
enough for guiding GMH hair tubes.<br />
The mesh model are already separated into two<br />
groups "<strong>Hair</strong>Top" and "<strong>Hair</strong>Bottom" so we can easily<br />
select them part by part to convert.<br />
<strong>Hair</strong> bottom group that goes around hair area 's border<br />
<strong>Hair</strong> Top group that fill inside hair area<br />
Tip : There are many ways to create base polygon hair models:<br />
You can quickly<br />
block out hair meshes<br />
using NURBS curves in<br />
Maya and convert<br />
NURBS surface to<br />
Polygon. See "Nurbs"<br />
and "Curves" group in<br />
the example file :<br />
<strong>GMH2</strong>.6_<strong>tutorial</strong>File001_<br />
basePolygon<strong>Hair</strong>Model.<br />
ma<br />
Using ZBrush 's Tube Brush<br />
or Fiber Mesh with flat Tubes<br />
settings. For detail workflow<br />
please visit this link to <strong>tutorial</strong><br />
"ZBrush Maya Game <strong>Hair</strong>" by<br />
Daniel Cahill<br />
https://vimeo.com/8861<br />
8744<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 2
3 Create GMH <strong>Hair</strong> Style System<br />
Next step is to create a GMH <strong>Hair</strong> Style System to convert polygon meshes to GMH Surfaces.<br />
Click on " Create GMH Style" and enter "Red<strong>Hair</strong>" ( Or any<br />
name you like ) as name of the new GMH <strong>Hair</strong> Style System (<br />
Leave "polygon Style System" check box unchecked to create<br />
GMH <strong>Hair</strong> style System").-Dont worry about the name, we will tweak the<br />
hair system to red hair in rendering <strong>tutorial</strong> later!<br />
Click on "Red<strong>Hair</strong>_GMH<strong>Hair</strong>StyleSystem" on <strong>GMH2</strong> window<br />
to set it as current GMH Style System.<br />
4 Convert polygon meshes to GMH Surface<br />
Select one of the hair base mesh and click "Apply GMH Style", GMH will convert it to GMH Surfaces with Maya<br />
<strong>Hair</strong> growing on the surface.<br />
Go through the rest of the hair base meshes to convert all hair meshes to GMH Surfaces. There might be some<br />
surfaces converted in wrong direction, you have to click on "rotate" button to rotate the direction of the hair on<br />
GMHSurface .<br />
Multiple surfaces can be selected and rotate/convert at the same time.<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 3
Move the <strong>Hair</strong>Top group aside so we can<br />
select and convert the <strong>Hair</strong>Bottom group<br />
easily.<br />
Select all hair base Mesh in the<br />
<strong>Hair</strong>Bottom group.<br />
Click "Apply GMHStyle" to convert all<br />
selected meshes to GMH Surfaces.<br />
Select surfaces that are currently in wrong direction, and click "rotate" until they are in correct direction.<br />
-Note: You can use the "Reverse" button to<br />
quickly reverse the hair direction 180*.<br />
Note:<br />
-You can carry on poly editing on those converted GMH Surface such as: Extrude, Insert Edge Loops, Bevel ( except combine and<br />
extract/separate), Assigning deformers like latice-FFD, wave, squash etc as long as the grid topology is maintained.<br />
-GMH Surface 's hair tubes will automatically follow and take shape of the new meshes shape.<br />
-Delete histories of converted surface are also safe.<br />
Important:<br />
-The mesh name has to be unique in the scene otherwise GMH will not recognize the surface. Make sure you<br />
have clean up the scene and rename/delete histories of all the base mesh properly.<br />
-Make sure the timeline are at frame 1 or 0 otherwise GMH Surface 's hair will not update to follow the base<br />
surface.<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 4
5 Edit GMH Style System<br />
When we have converted all meshes to GMH Surface and rotate them in<br />
right direction, the next step is to tweak GMH <strong>Hair</strong> Style System and individual<br />
GMH Surface settings. Open up the next file in <strong>tutorial</strong>_files folder :<br />
<strong>GMH2</strong>.6_<strong>tutorial</strong>File003_convertToGMHSurface.ma<br />
You will see a hair models fully converted to GMH Surface.<br />
5.1 EDIT PFX SEGMENTS<br />
Looking closely at the hair clumps generated on GMH Surface, you will notice that the hair clumps are not follow closely the<br />
original meshes, there is a straight line/ stiff segment at the root of the clump.<br />
This is because of the default value ( 10 segments ) of PFXBrush Segments in GMH <strong>Hair</strong> Style System. Increase this value to<br />
make hair clumps having more segment to follow original surface closer.<br />
Select "Red<strong>Hair</strong>_GMH<strong>Hair</strong>StyleSYstem" in <strong>GMH2</strong> window and click on "Edit GMH Style" button to edit its setting. Scroll down to<br />
Red<strong>Hair</strong>_PFXBrush section, increase Segments to 30.<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 5
5.2 EDIT SURFACE HAIR THICKNESS ( HAIR CLUMP PER EDGE LOOP )<br />
Rotate camera to back of the hair mode, the main GMH Surface that make up most of<br />
back head area has very loose density of hair clump.<br />
Because GMH generate hair clump base on number of edge loop of the original mesh<br />
surfaces. The attribute " <strong>Hair</strong> Tube Num" in PFXBrush section control the number of hair clump per<br />
edge loop will be generated. By default it's 5 mean there will be around 5 clumps will be generated<br />
for each edge loops of the original meshes.<br />
However it is not good for all GMH<br />
Surface sharing the same density of hair<br />
clump per edge loop, you might want to<br />
assign different hair clump density to<br />
some surface<br />
( For example: denser hair clump for<br />
bigger surfaces at the back of the hair<br />
model and looser hair clump for smaller<br />
surfaces around forehead.)<br />
Select the surface you want to make it thicker and click "Thicken" button under "Surface Edit" tab to override/increase<br />
the hair clump per edge loop of selected GMH Surfaces. You might need to click it several time before the GMH Surface<br />
have enough hair clumps density thickness. Same workflow is applied for GMH Surfaces you want to make it thinner by<br />
clicking the button "Thinning".<br />
Note: If you have to click thicken so many time before it get the right density, there is a shorter way to do it by directly adjust<br />
the override "GMH Clump Per Edge Loop" attributes under "Extra Attributes" section of GMH Surfaces. After editing the value ,<br />
you have to re-apply GMHStyle to it again so GMH will re-create the GMH Surface with new Clump Per Edge Loop value.<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 6
5.3 Duplicate & Convert workflow<br />
Select one of the front forehead hair GMH<br />
Surface, hit Ctrl+d to duplicate it and rotate it<br />
slightly to make another hair surface growing<br />
along side by side to the first one.<br />
Click "Apply GMH Style" to convert it to<br />
GMH Surface<br />
Click "thinning" to make it thinner<br />
Repeat the same process for other part of the hair model untill you got a more detail hair model.<br />
5.4 Edit Clump Width<br />
<strong>Hair</strong> root in forehead area are looking<br />
stiff and unnatural,<br />
Same for hair tip at the back<br />
Tweaking Clump Width Scale in GMH Style System<br />
can solve this issue.<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 7
5.5 Edit Thinning<br />
Maya <strong>Hair</strong> Thinning is to control the amount of hair trans got cut off toward the end/ tip of a hair clump.<br />
For each GMH Surface you could control the amount of thinning by adding more edge loop at the tip or root of base polygon mesh.<br />
Thinning = 1.0<br />
No edge loop was added<br />
Thinning = 1.0<br />
Edge loop added at the tip Thinning = 1.0<br />
Edge loop added at the root<br />
Using edge loop you could control the amount of thinning of GMH Surface at the back of the head, making them denser at the end.<br />
Adding 1 edge loop<br />
Adding 3 more edge loops<br />
Note: Sometimes, adding edge loop to a GMH Surface may cause the direction of hair tube to change, simply rotate the hair direction<br />
again using the "Rotate" button in <strong>GMH2</strong> window.<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 8
5.6 Best practice<br />
Now you have finished converting and tweaking your hair model .Open file : <strong>GMH2</strong>.6_<strong>tutorial</strong>File004_tweak.ma for final hair model file<br />
with edited GMH Style System and GMH Surfaces.<br />
Time to wrap it up and move on to rendering & dynamic. There are some notes to remember while converting:<br />
-Put original hair meshes together under separated group for easier selection and converting.<br />
-Assign unique name to each hair meshes to avoid <strong>GMH2</strong> bug while converting.<br />
-Delete Histories are safe for original <strong>Hair</strong> meshes.<br />
-Do not delete histories of GMH Style System node otherwise all connection and expression inside GMH Style System Node will be broken.<br />
-The base mesh name has to be unique in the scene otherwise GMH will not recognize the surface. Make sure you have clean up the scene<br />
and rename/delete histories of all the base mesh properly.<br />
-Make sure the timeline are at frame 1 or 0 otherwise GMH Surface 's hair will not update to follow the base surface.<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 9
5.7 Other settings<br />
There are many other attributes to work with hair styling inside GMH <strong>Hair</strong> Style System Node, this <strong>tutorial</strong> will only cover some of the most<br />
important settings that are essential to style the hair .<br />
If you want to know more about these settings please take a look at<br />
Autodesk Maya <strong>Hair</strong> System Node:<br />
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=<strong>Hair</strong>_Nodes_hairSystemShape<br />
Autodesk PFX Brush :<br />
http://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Paint-Effects-and-3D-<br />
Paint-Windows-and-Editors-Paint-Effects-Brush-Settings-htm.html<br />
Geometry To Maya <strong>Hair</strong> 2 Quick Start Guide<br />
BY PHUNG DINH DZUNG<br />
Page | 10