The question is how well does the hair in this system cope with Genesis when adding a different morph? Do the hairs break or clump if an extreme shape is dialled up? I would like hair done on a basic genesis shape and dialled up into an extreme one and see how the hair reacts. That is the main selling point for me. So far, fibremesh does a fantastic job with this.
The hair looks fantastic, and that would definitely bring mammalian creatures to life. Specifically my big cats ... But Cath’s hair is more tailored for humanoids, so they’re technically if they were available I’d have to get both.
Actually if the humanoid were a cat person, I’d have to go with Allessandro’s first, but seeing as I’m currently making humans, I really need that beard currently sitting on the back-burner
So will Mech4’s beard/hair be similar in functionality to Actual Beard, just with more options? Or are they very different in their creation?
I would assume that both vendors opened genesis up in zbrush, subdivided it a couple of times, masked off an area and then clicked the grow hair button. Both vendors then probably divided up the mesh zbrush made into different mat zones. Both vendors then likely hid those zones one by one and then used the smooth brush to create shortening stubble morphs and the move or lengthen brushes to create growth morphs.
They loaded the original unmorphed beard into studio, studio rigged it for them, then they loaded in their various morph targets to shorten and lengthen their beards.
So will Mech4’s beard/hair be similar in functionality to Actual Beard, just with more options? Or are they very different in their creation?
I would assume that both vendors opened genesis up in zbrush, subdivided it a couple of times, masked off an area and then clicked the grow hair button. Both vendors then probably divided up the mesh zbrush made into different mat zones. Both vendors then likely hid those zones one by one and then used the smooth brush to create shortening stubble morphs and the move or lengthen brushes to create growth morphs.
They loaded the original unmorphed beard into studio, studio rigged it for them, then they loaded in their various morph targets to shorten and lengthen their beards.
gee, when you put it that way, it sounds so simple….
The question is how well does the hair in this system cope with Genesis when adding a different morph? Do the hairs break or clump if an extreme shape is dialled up? I would like hair done on a basic genesis shape and dialled up into an extreme one and see how the hair reacts. That is the main selling point for me. So far, fibremesh does a fantastic job with this.
Hi Zev0, so far I tested Genesis with several of the shapes available (also the Gorilla): hairs positions are recalculated properly. It will be interesting to see how the system behaves with other morphs users can come up with, but I believe my math calculations to compute new hair positions after a morph/shape is applied, are correct.
So will Mech4’s beard/hair be similar in functionality to Actual Beard, just with more options? Or are they very different in their creation?
I would assume that both vendors opened genesis up in zbrush, subdivided it a couple of times, masked off an area and then clicked the grow hair button. Both vendors then probably divided up the mesh zbrush made into different mat zones. Both vendors then likely hid those zones one by one and then used the smooth brush to create shortening stubble morphs and the move or lengthen brushes to create growth morphs.
They loaded the original unmorphed beard into studio, studio rigged it for them, then they loaded in their various morph targets to shorten and lengthen their beards.
And regardless of the method, they looks pretty damn impressive.
I’ve been waiting for weeks for the beards to come out but apparently they’ve all but vanished.