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GMH2_6_Hair_Converting_tutorial

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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

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