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Comments
Yes.
The redhead I posted earlier is sporting one of my thicker creations.
I haven't done any in LAMH but there is no reason why it shouldn't work.
Are the eyebrows attached right on the forehead (meaning they move with the head), I"m just trying to figure out if I can use either of these systems to make realistic eyebrows
When I use the eyebrows brushes (gimp and photoshop) they look fake compared to everything else.
yes, definitely have made eyebrows with LAMH. The trouble is finding skin textures without eyebrows. I can blend the hair in LAMH over the texture, but it is not as nice as a skin texture without eyebrow texture.... But yes I like making hair, body hair, eyebrows, goatees, and a lot more (duh) with LAMH :)
All hair created in either system attaches to the mesh and moves with the geometry it's attached to.
For eyebrows, you can choose to make a light hair that enhances the underlying texture, a heavy hair that overwhelms the underlying texture, or take the texture into a paint program and paint out the eyebrow to give yourself an open canvas for your eyebrow creation.
It's your choice.
I remove the eyebrows to begin with...having 1 eyebrow on a skin texture...doesn't even work for me. So yeah, I would be doing it from scratch, using the paint brushes has a shape guide.
I just I just need to pick which 1 to get and work with it. Maybe get both when on sale.
ok, thanks for the replies
I have a question about morphs.
You know how hair in the Daz store has morphs, can either of the 2 hair programs do that?
Can you save the hair as a DATA file for Genesis, add morphs, ect?
There are no morphs in the same way that prop hair has. In the editor, you use the comb and other tools to create the style you want for the hair. When you change the pose/character/etc. you use the same tools to adjust the style to suit.
It's a bit more work than spinning a couple of morph dials but, when you get used to it, it's pretty quick and you have much more precision over what the hair looks like.
For example, if the prop hair has a wind dial, when you dial it, the hair often ends up streching and making the hair longer instead of just making it look like it is blowing in the wind. In Garibaldi, you can comb the hair to show the effect of wind without changing the length of the hair or causing ugly stretching artifacts in the texture.
Any hair you create can be saved as a wearable preset and loaded to your characters just like any prop hair.
Just trying to figure out if using those systems would be even be useful for video game usage
I don't think any game engines are Renderman-compliant, and hair exported as .obj will be pretty polygon-heavy, so these probably wouldn't be a good option.
What he said.
These hair systems use the Renderman Ricurves to generate the hair. While the hair can be exported as an .obj - which can be rigged with morphs but you would have to do that on your own - the .obj would be far too heavy for a game engine.
But isn't that WHY you would use the the Daz tool that allows you to give Genesis and other stuff lower poly counts?
Are you referring to decimator?
The DS hair being created is not poly based. It's a formula that generates the hair at render time. If you export to an .obj, then the object is similar in structure to fibermesh hair from Zbrush. Even a relatively simple hair style will generate an .obj in excess of 20 MB.
I have no idea if decimator can reduce the poly count sufficently without turning the .obj into a mess.
Also, keep in mind, that if you create an .obj none of the shading info is transfered with it. You have to build your own shader for the hair. Of course, if you are using a different engine, you would probably have to do that anyway.
Well, people have used the Decimator on V4 and M4, those are objs with large poly counts.
Even then, you can send it over to Zbrush to do some work to it (or whatever program you use)
BY then, you'd just be using the hair program as a way to easily model and view the hair your working on, then having to make the textures for it
V4 is about 76K poly's, AFAIK fibermesh hair or hair objects exported from these plugins are an order of magnitude larger, as they are all geometry, unlike normal DS/Poser hair which uses transmaps. I'm not saying it couldn't be done, but it doesn't seem to me to be a very good method. I suppose if there's a hair style you couldn't get any other way you might want to try it, but whether you could reduce the poly count 99.9% and still have something useful is hard to predict.
You're getting ahead of me Mike. : )
Here are some simple images and stats so you can make up your own mind as to whether it is worth it.
The hair generated just under 137,000 hairs and is contained in a 3.7 MB .duf file.
Exported at just 5%, the .obj has just under 165,000 polys in a 17MB file.
At 20% there are just under 670,000 polys in a 73MB file.
At 50% there are over 1.6 million polys in a 185MB file.
As already mentioned, V4 has under 67,000 polys in a 7.6MB file.
And Look At My Hair is the only 1 of the 2 with a free player?
No.
Go back a couple of pages and you will find a link from Futurebiscuit to a beta for Garibaldi Basic - which will be a free hair player when it is released.
You can download the beta and it works just fine as is. You can read my comments on Basic over there if you like.
Its been a while, Hi all :)
I've been playing allot with GH lately, and I came across something odd and haven't seen it happen before.
It seems I have multiple styling curves coming from single verts in the mesh. By the looks of it there are 4 curves per single vert. Is this some sort of side effect considering this particular hair style was originally created in Garibaldi 11 beta (At least I think it was originally made at that time) Or perhaps it is exactly as intended and I never noticed it before lol
Heres an image of what I am seeing...
Welcome back stranger! : )
The only time I've seen this happen is when I did multiple edits in the paint section across a seam. If you paint an area across a seam and later go back and paint more area that crosses a seam boundary, the shared verts of the 2 paint sessions will acquire additional control curves along the seam.
Another interesting quirk is that painting a section black will hide that section but not remove it per se. Consider this - paint an area white and then go to style and change the length and curl settings. Now go back and paint part of it black to erase some of it. Everything works fine. Now repaint part of the "erased" area and some new area. The repainted section will inherit the style it had before being erased but the newly painted section will have default control curves.
Its good to be back :) I think I spent way too much time MMO gaming lol But it all gave me a whole new level of inspiration, so its all good :P
Funny you should say that about the painting distribution map black after having styled hair originally in that spot... That quirk works a charm with military style haircuts/crew cuts like you wouldn't believe! For ages I'd make two Hair nodes for the top (Longer hair) and the back/sides (Short hair) Using that method you can merge the two nodes into one keeping a crisp and straight line where the longer hair and shorter hair meet.
Okay, here's my first attempt with the Garibaldi Hair System.
It's a beard. ::shrugs:: This particular character probably won't have hair.
Okay, so I've done the painting, the combing, fighting with the size and 'flow' of the hair. Took a while to get the comb to work. Lots of stray hairs wouldn't acknowledge it. I had to turn the model another degree and it would catch another stray. After a while, I finally got 'em all, but that was frustrating.
I did several renders and tweaks in between to get what you see here. All in all I'm happy with it. There are only two things that stick out at me that I'm not sure how to address:
1) I'd like the hair on the lip to be of a different density and/or length. Typically mustatches are not the same density or length of the beard. I know mine isn't.
2) The hair once it's rendered seems to 'perfect'. It doesn't seem to blend or anti-alias well. I can certainly render the image larger, then scale it down and that would resolve the issue, but that increases render time by a ton. I'm hoping I'm just missing something I can flip a switch to make it render smoother and not quite so stark.
Any ideas?
Beards/facial hair can be tricky to get right. I must say, youve done a fantastic job particularly with the combing, it really does display a good growth pattern : )
First thing I notice is the specular is too strong I tend to reduce it on all my characters, (far more necessary with darker haired characters), by default the specular colour is pure white (R colour and TRT colour) in surfaces settings in Daz. In my attached images I took a screen shot of what I did. Basically it helps to darken the TRT and R colour, this will reduce the extremity of the Specular in the render and will help blend the hair in the image. Also, reducing the surfaces opacity will help blend the hair in the image, at the cost of higher render time, I generally stick to opacity 0.75, but sometimes reduce it further, depending on what I'm doing.
Increasing render quality settings will improve the apparent lack of anti-alias. I've attached an image a friend of mine (Jaderail) posted of advanced render settings, it's the quality I use for my more finished renders. It will help give the hair a little more anti-alias and also vastly improve appearance of any textures and lighting/shadow quality. (This certainly adds render time)
In regards to hair length variation, head back into "paint" tab, and create a new map, you paint the areas on the face that you want to reduce the length of hair, then when your done you can select that map under the "Tweak" tab to be used for "Reduce Length" slider, which will only reduce the length of the hair you painted on the map selected. I would advise you paint it so it gradients from black to white. If it is just solid white it will shorten with a crisp edge. Sadly this cant be done for Hair thickness variation. However, using the same gradient blending techniques on the Hair "distribution" map will certainly allow for hair density variation.
in addition to what spyro said. you can also use random hair length. root angle. and scraggle settings to make the hair less perfect.
im out of town and working from a tablet so fogive the puctuation.:)
That Sultry Look.
Excellent job. Were you able to do this in just one map?
Are we able to edit the maps after initial creation in a program like Photoshop?
Mark, very nice job! Was this done with one Garibaldi Express object or two on a figure?
I'm not sure what you mean by map.
The bangs are a separate Garibaldi hair from the main hair. I tried to do bangs in the past as part of the main hair, but I didn't like the results. This time I did the bangs as a separate hair. Both hair items are fitted to the same character and it was all rendered in a single pass. Render time was about ~17 minutes on a fairly fast computer.
The bangs are a separate Garibaldi hair object.
The bangs are a separate Garibaldi hair object.
Yes, it can be quite challenge trying with one object. This led me to wonder if having two objects and one object of same style will cause difference in render time?