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© 2026 Daz Productions Inc. All Rights Reserved.
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Wait a minute! You're building the eyelash on the EYELASH surface??!!!
Man - where's the fun in that!!!! :):)
Well, if it works, it works. Guess I'm just going to have to stop being a blockhead about it. :)
Time to get jiggy with it! :)
Ideally I wanted to make the hair distribution off the face surface... But a 1024x1024px texture (Especially with UV overlap near the eyes on Gen5 and 4 UVs), there was insufficient pixels to work with. But the alternative works haha :) (And the eyelash surface has no opacity map, no colour, no settings other then opacity strength 0%)
I hear you. The few attempts I made were on the face surface but I just couldn't get a map I was satisfied with.
I was really hoping to avoid the eyelash surface but if it works then why fight it?
Hallo hairbuilders!
I definetely need your help for an hairstyle that i'm creating:
I'm trying to reproduce Oscar character from Rose of Versailles anime (see picture - and no copyright worries: it's just for personal worshipping purpose); it's been really hard, but after a lot of work I think I'm getting almost near to my goal. But:
- in the styling panel (see pictures) the guide hairs are more or less how I wanted the final styling to look like.
- when I render, the result shows a lot of hairs much longer than they were ment to be, expecially in front of the face and on the side (see picture). I'm also having problems in understandig wich of the hair groups / styling guides are causing this - may I say that an "activate/deactivate in renders" option for each created styling curves group would be great?
So, the question is: is there a way to make the rendered hair lenght coincide with the styling hair curves? Any suggestions will be appreciated!
@selias19 - Sorry, didn't mean to ignore you but I'm feeling a bit scattered today. Spyro got the first part of your question about painting the mask. The second part sounds like it may be similar to what wolfrose is asking about.
There are 2 things you need to keep in mind about guide curves and generated hair.
1. the curves appear at the vertices and each curve will have influence over all the hair nearby. A simple example would be a single quad poly. A guide hair will be generated at all 4 corners of the quad and will influence the generated hair closest to it with fading strength to the middle of the quad. In other words, all 4 guides will have influence on all the hair in the poly.
2. hair is generated only in the area painted. If the single poly mentioned above only has a small part painted in the middle, there will still be 4 guide hairs at the corners with the same amount of influence.
Since we are dealing with models with many polys, each guide hair has the potential to influence generated hair in as many as 4 different polys!
In the style pane, under interpolation settings, the type defaults to smooth. This allows each guide to influence hair as described above. Switching to linear causes a more aggressive influence and may eliminate the tossled or wild hairs - but it depends on the hair style and may not make much difference at all.
Autoparting can also play a role in controlling some of the wildness and you can even create a control map for autoparting to focus its influence.
Sometimes, however, the easiest (at least less stressful) solution is to use seperate hair nodes. If this approach were to be used in wolfrose's situation, then the front hair having the problem would be a seperate node and completely controllable. As it is, there appear to be hairs being pulled from the polys immediately behind the front bangs due to the influence of the guides at the boundary of the bangs.
Hope this information is helpful.
Many thanks, Spyro and Gone for the information.
Spyro, would you be willing to share your hair distribution maps for male and female hair with us? It would be very helpful for me and I am sure for others as well. I admire your art greatly. Your characters look so real.
Gone your information was especially valuable. I thought the guides are influencing the hair in a circle around them not that four guides influence the hair in their midst. You are right, if I keep that in mind then I will probably be able to create a better effect.
I think I will be playing a bit more with Garibaldi soon.
Does anyone know how to change your email address, I registered with my old email which I can no longer access, I'd really love to try the beta with symmetry.
Thank you for the added info Gone and Spyro.
And yes Gone, you are correct, i did mean Spyro when I asked about eyelashes.
Since I use Aiko 3 for everything I believe I might have enough mesh to do eyelashes. I will keep you posted after I get GH.
If able to get into Garibaldi forum can change email via User Control Panel>Profile>Edit Account Settings, If not, you could try contact him 'contact at garibaldiexpress . com' the email is found on the Garibaldi website.
As for the Hair Distribution (thanks Selias for the compliment :) ) I do not wish to post all the work done, largely because its a very important aspect of the work-flow when creating with Garibaldi, which we all must learn. With that in mind, for the sake of demonstration and learning, I have attached a G2F V5 UV hair distribution map, very similar to the maps I use now for my characters.
One thing to keep in mind, is that hair distribution(density) is NOT solid white, most observably, hair is less dense on the outer edges and sides, so its good practice to add a gradient edge or smooth transition from darker shades to white. Many may find it easier to paint solid white then export the map and refine/smooth/darken edges in a photo editing application such as Photoshop or Gimp. Afterwards importing the map back to Garibaldi. When I made my maps, that I exported and import for a starting point for my characters, Symmetry painting wasn't yet implemented to Garibaldi, so its much easier to paint up now then it was in the past. (if you grabbed the latest beta build on Garibaldi forum) You don't have to use external photo editing apps, it can all be done in Garibaldi by painting in increments of values of Grey and by adjusting opacity, likewise it doesn't need to be perfect.
When you've painted up a distribution map that you are fond of, export it, use it for all future characters of the same figure/UV, Its what I do, and I hear Gone does the same. It serves as an excellent start point and speeds up the process considerably.
You can use my example here as is for your G2F females using V5 UV, but I recommend you use this as a benchmark in creating your own for all sorts of figures and character UV's you use. We're only limited by our imagination, experiment, learn and have fun. Theres amazing things you can do in Garibaldi, I myself am only scratching the surface with it :)
Cheers
To supplement Spyro's comments on density maps ----
While the maps he provided are fine, they won't work unless they are properly organized. When importing/exporting from Garibaldi, you are working with FOLDER names. Garibaldi manages the files within the folder and expects them to have names matching the surface they will be applied to. This is simple enough to manage but can be quite frustrating if you are unfamiliar with the proper organization.
If you are painting in Garibaldi, keep in mind that the paint brush has falloff. By adjusting the radius and falloff of the brush you can achieve the thinning at the edges quite easily. It won't be as extreme as Spyro's map but you can redo around the edge a couple of times with different grey scale settings to get a similar result.
Always keep in mind the hair style you want to create. If your character has a large bald spot at the back of the head or you want a friar's tonsure or Shaolin monks skull cap then the map will need to be quite different.
If you load up any of the sample/presets available at the Garibaldi site, you can export the density maps used in those hairs for reuse in your own.
As long as the created map covers the area you want covered, pretty much anything you make will work well enough. The trick is to save the map so you can import it back to your new work and not have to reinvent the wheel each time.
It is worthwhile getting the samples Futurebiscuit made and loading them up. By studying what he did in each of the panes you can see how a pro makes hair.
Very well said Gone :) I typed a larger post, but damn it I accidentally pressed refresh page out of habit, when I meant to attach a 2nd image, so it was all lost. I had a bugger of a time trying to remember the words I typed the first time
Writing in the forum is finicky at best. If I expect to write a long disertation, then I do it in a text editor and copy/paste when I'm done.
I have the bad habit of taking waaaaaaay too long to write. :):):)
Thank you again to both of you for your information.
Believe it or not this is making sense to me as I do recall using GH when the public beta was first released. It just been about a year since then so my memory is a tad foggy.
W00T!!!
Christmas came early. Garibaldi Hair Express is on sale!!!!
Ok - it's been about 10 hours now since you posted.
Where's your render? :)
Seriously, though, I hope your having fun.
Ok - it's been about 10 hours now since you posted.
Where's your render? :)
Seriously, though, I hope your having fun.
I have real work to do before I get to play
And I had to go pick up the beta update
For anyone looking to register their copy of Gh to gain access to the beta update, please go here - http://www.garibaldiexpress.com/beta.php
Real work????
Sorry, I'm unfamiliar with this concept. :) :)
Isn't that when you get all hot and sweaty.
Oh my!!! I soooo cannot respond to that gift of a straight line. :ahhh::zip:
ROFLOL go on you want to...
I was playing with it last night to make sure the beta build 19 was working and it does. I figure I will start small and work my way up. So I will start with eye lashes and eyebrows and then to something bigger.
Seriously?
Eyelashes and eyebrows are harder to get right than head hair!
Just remember to reduce the seg length or you will be cursing up a storm.
i like working with details. I can always use modeled hair until I get more comfortable with doing a full head on a figure. I have always been disatisfied with how eyebrows get washed out using shaders with SSS so that was the primary reason for it. Eye lashes are next cause I dont like the flat looking double layered transmap look.
i bought it the other day and was playing with it last night, my first attempt looked somewhat like punk hair but the color i used made it look very toony, my second attempt to try long hair ended up looking like a very messing mullet, my attempt to make fur for the Daz Puppy made him look like a plush, lol. So far, I like it, but hope I get figure out how to create better neater hairstyles, and figure out how to do long hair, it seems when I try to extend the hair, it will but when I go to extend it longer it seems to reset and take the new lengh instead of adding to it. However, I really like how the hair doesn't go inside of the skull when brushing, and all the hairs seem to move when brushing in that direction, my biggest problem with LAMH is when i try to brush hair back it disapears into their skull and they get big bald spots, and brushing is difficult for me. So, I'm going to continue trying to learn Garibaldi and try learning more on LAMH as well.
Yeah, the fact that the comb acts more like a real comb was a big plus for me.
There are 2 extend buttons. The first extends in large increments without regard for any styling you may have done. The second works in smaller increments and tries to follow the style.
And don't forget, these work in both directions so they can be used to shorten as well as lengthen hair.
Tiger, tiger!
A bit mangy - gonna have to take a curry comb to the beast - but here's my first attempt at furring Big Cat 2.
Looks good, were the stripes and stuff hard to do? I've yet to figure out how to do multi colored hair, I'm just focusing on hair in general, I'm catching on, but my long hair attempts resemble mullets if I try to make the hair have volume
The stripes come from the underlying texture map so it was as difficult as copy existing texture, format for Garibaldi, apply. :)
Tiger 2.
Getting there. :)
Looks good!
Maybe making it a bit more shaggy, less silky?