REAL Hairy for G2M [Commercial] In the store now!

245

Comments

  • SimonJMSimonJM Posts: 5,997
    edited December 1969

    ralf said:
    I encountered a Little Problem... wearing underwear... well, the hair passes through! Is there a way to avoid this to happen? Making the hair shorter doesn't solve the Problem because this way the whole area (the part that's not covered by clothes) gets shorter too. Any advice by chance? Thanks.

    About the only way I can think of is to use the Polygon Editor Tool (but it had changed it's name ... something to do with Geometry?) and use that to select the offending area of hairs and use the options to remove/hide them.
  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    SimonJM said:
    ralf said:
    I encountered a Little Problem... wearing underwear... well, the hair passes through! Is there a way to avoid this to happen? Making the hair shorter doesn't solve the Problem because this way the whole area (the part that's not covered by clothes) gets shorter too. Any advice by chance? Thanks.

    About the only way I can think of is to use the Polygon Editor Tool (but it had changed it's name ... something to do with Geometry?) and use that to select the offending area of hairs and use the options to remove/hide them.

    SimonJM is right. Time to learn basic manscaping with the Polygon Group Editor Tool.

    1. Select the hair module in the Scene
    2. Click Building/Scripting tab and click the Polygon Group Editor Tool button. Looks like four little squares with a pencil on top.
    3. Right-click on any part of the hair to pull up the menu and click Polygon Selection | Mode
    4. I prefer Lasso so I can select exact hairs
    5. Draw around the unwanted hairs (Warning: This will select all the hairs on the front and back of your model. Be careful.)

    a. For temporary removal, Select Polygon Visibility | Hide Selection to make them invisible. This method can not be saved.

    b. If you want to save, right-click for menu and select Polygon Assignment | Create surface from selected
    1. Give your hair selection a name
    2. Go to Surfaces, select the hair module and locate the new surface you made
    3. Set Opacity Strength to 0% to make invisible
    4. You can now save the manscaped hair.

    Have fun.

  • SuperdogSuperdog Posts: 765
    edited December 1969

    MikeyFTL said:
    Superdog said:
    One request I'd like to make is could we have belly and neck hair? Either as a free or paid add-on? I've been rendering some hairy characters using Octane Render with great results. The hair doesn't add much to the OR render times or figure load.

    Doesn't sound hard to do. By belly hair, do you mean more isolated around the navel? You may be able to manscape the abdomen module in the meantime.

    Ok, I'll experiment with the abdomen module. I was thinking of the hair flowing from the groin into the chest more abundantly.

  • MKeyesMKeyes Posts: 469
    edited December 1969

    MikeyFTL said:
    REAL Hairy is now available to download in the store.

    http://www.daz3d.com/new-releases/real-hairy

    Those of you who are interested in the adult only render gallery, you can find the link on my deviantart page.

    http://mikeyftl.deviantart.com/

    I positively LOVE IT! Talk about simple as can be! AND - I added it after I posed and made my guy - adding the hair last and it went on better than some of the clothes they wear! WOW!

    10+ Stars!!!

  • Ralf1958Ralf1958 Posts: 688
    edited December 1969

    MikeyFTL said:
    SimonJM said:
    ralf said:
    I encountered a Little Problem... wearing underwear... well, the hair passes through! Is there a way to avoid this to happen? Making the hair shorter doesn't solve the Problem because this way the whole area (the part that's not covered by clothes) gets shorter too. Any advice by chance? Thanks.

    About the only way I can think of is to use the Polygon Editor Tool (but it had changed it's name ... something to do with Geometry?) and use that to select the offending area of hairs and use the options to remove/hide them.

    SimonJM is right. Time to learn basic manscaping with the Polygon Group Editor Tool.

    1. Select the hair module in the Scene
    2. Click Building/Scripting tab and click the Polygon Group Editor Tool button. Looks like four little squares with a pencil on top.
    3. Right-click on any part of the hair to pull up the menu and click Polygon Selection | Mode
    4. I prefer Lasso so I can select exact hairs
    5. Draw around the unwanted hairs (Warning: This will select all the hairs on the front and back of your model. Be careful.)

    a. For temporary removal, Select Polygon Visibility | Hide Selection to make them invisible. This method can not be saved.

    b. If you want to save, right-click for menu and select Polygon Assignment | Create surface from selected
    1. Give your hair selection a name
    2. Go to Surfaces, select the hair module and locate the new surface you made
    3. Set Opacity Strength to 0% to make invisible
    4. You can now save the manscaped hair.

    Have fun.

    Thank you guys for the help and advice. I will learn how to use the polygon Editor. So far I just knew it was there...! ;-) Time to learn something new! Thanks again.

  • SuperdogSuperdog Posts: 765
    edited June 2014

    I've successfully used Real Hairy on Genesis figures with quite extreme morphs. I autofit the upper body and arm hair as a tight fitting shirt and the lower body and leg hair as tight pants. The hand hair as gloves and foot hair as shoes. All went well. Not tried it on M4 yet.

    Post edited by Superdog on
  • MKeyesMKeyes Posts: 469
    edited December 1969

    What an incredible package, finally my men are HAIRY like real MEN - well, those that don't shave that is, my preference! LOL

    NwBmwShnWIP.jpg
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  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Mercedesk said:
    What an incredible package, finally my men are HAIRY like real MEN - well, those that don't shave that is, my preference! LOL

    Very nice. He really seems to be enjoying that banana. Heheh.

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Here's an excellent REAL Hairy render done by renderscot over at deviantart. You can really get an idea of how REAL Hairy works with good lighting.

    http://www.deviantart.com/art/Relaxing-after-the-mission-459469403

  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    MikeyFTL said:
    Here's an excellent REAL Hairy render done by renderscot over at deviantart. You can really get an idea of how REAL Hairy works with good lighting.

    http://www.deviantart.com/art/Relaxing-after-the-mission-459469403

    WOW, renderscot really did a great job with the lighting that shows the quality of the REAL Hairy product.

    Here is my humble contribution, I am not a great fan of "over" hairy men but do like them to be masculine by having a reasonable amount in all the right places. %-P

    Cheers. :-)

    Surfer_Guy.png
    1121 x 918 - 2M
  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    MikeyFTL said:
    Here's an excellent REAL Hairy render done by renderscot over at deviantart. You can really get an idea of how REAL Hairy works with good lighting.

    http://www.deviantart.com/art/Relaxing-after-the-mission-459469403

    WOW, renderscot really did a great job with the lighting that shows the quality of the REAL Hairy product.

    Here is my humble contribution, I am not a great fan of "over" hairy men but do like them to be masculine by having a reasonable amount in all the right places. %-P

    Cheers. :-)

    Fun. Just in time for summer!

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    There are some excellent REAL Hairy 18+ renders being created over at deviantart. However, if you don't have a deviantart account, you won't be able to see them because of their adult content.

    The artists have been generous enough to allow me to post these renders to my private gallery and it's starting to fill up nicely.

    You can find the link to the gallery on my deviantart page in the journal entries on the right.

    http://mikeyftl.deviantart.com

    Have a look at what REAL Hairy can do (18+ only).

    Post edited by MikeyFTL on
  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    WOW.. the one by Wrangler is superb. Really shows off what can be done with this set.

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    RAMWolff said:
    WOW.. the one by Wrangler is superb. Really shows off what can be done with this set.

    You mean the one with the white hair? That's one of my favorites. White hair on dark skin melts my butter!

  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    Yea, that's the one. Very sexy, sure but I like how it all stands out. POPS! I like that the guy has a piercing too. I'm pierced!

  • MKeyesMKeyes Posts: 469
    edited December 1969

    Question.... what about Facial hair for G2 men? M6 etc? Love the body hair, but I need facial hair as well, can someone point me to any content that has been made for Facial hair for him? G2 M6?

  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    Mercedesk said:
    Question.... what about Facial hair for G2 men? M6 etc? Love the body hair, but I need facial hair as well, can someone point me to any content that has been made for Facial hair for him? G2 M6?

    Mec4D has some clothing sets that have included facial hair options.

    http://www.daz3d.com/catalogsearch/result/?q=Mec4D

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    Mercedesk said:
    Question.... what about Facial hair for G2 men? M6 etc? Love the body hair, but I need facial hair as well, can someone point me to any content that has been made for Facial hair for him? G2 M6?

    As far as I know, the only facial hair that's compatible with Genesis 2 Male or M6 is Unshaven Beard for Genesis.

    http://www.daz3d.com/unshaven-beard-for-genesis

    I'm not particularly thrilled with Fibermesh products since the hairs tend to look a bit like broom bristles, but after converting the beard to SubD, it can actually produce some nice results. The above product has several options for different beard styles.

    Below is a quick render using Unshaven Beard for Genesis using a mixture of goatee, soul patch, stubble and styler.

    beard.png
    1000 x 1000 - 1M
    Post edited by MikeyFTL on
  • MKeyesMKeyes Posts: 469
    edited December 1969

    MikeyFTL said:
    Mercedesk said:
    Question.... what about Facial hair for G2 men? M6 etc? Love the body hair, but I need facial hair as well, can someone point me to any content that has been made for Facial hair for him? G2 M6?

    As far as I know, the only facial hair that's compatible with Genesis 2 Male or M6 is Unshaven Beard for Genesis.

    http://www.daz3d.com/unshaven-beard-for-genesis

    I'm not particularly thrilled with Fibermesh products since the hairs tend to look a bit like broom bristles, but after converting the beard to SubD, it can actually produce some nice results. The above product has several options for different beard styles.

    Below is a quick render using Unshaven Beard for Genesis using a mixture of goatee, soul patch, stubble and styler.

    I HAVE THAT! I didn't know it worked for Genesis 2? Let me get in there and find it see what I can do. Totally forget about it. Thanks! I even had a salt and pepper texture for it, which I've lost because of the new hard drive - anyway - thanks!

  • MKeyesMKeyes Posts: 469
    edited December 1969

    RAMWolff said:
    Mercedesk said:
    Question.... what about Facial hair for G2 men? M6 etc? Love the body hair, but I need facial hair as well, can someone point me to any content that has been made for Facial hair for him? G2 M6?

    Mec4D has some clothing sets that have included facial hair options.

    http://www.daz3d.com/catalogsearch/result/?q=Mec4D

    I'll check her out too!

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    I've been asked to make something similar using REAL Hairy, but I have yet to figure out how to make the beard conform to facial expression morphs and when the mouth opens and closes. Catharina Harders (MEC4D) really busted her hump making Unshaven and I doubt I'll be able to make anything that's even close to having all the options of her product.

    I'm working on a REAL Hairy military mohawk at the moment, so maybe down the road I'll crank out some kind of beard when I figure out how to make it play nice.

  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    MikeyFTL said:
    I've been asked to make something similar using REAL Hairy, but I have yet to figure out how to make the beard conform to facial expression morphs and when the mouth opens and closes. Catharina Harders (MEC4D) really busted her hump making Unshaven and I doubt I'll be able to make anything that's even close to having all the options of her product.

    I'm working on a REAL Hairy military mohawk at the moment, so maybe down the road I'll crank out some kind of beard when I figure out how to make it play nice.

    Same thing I explained in another post. You use the default facial expressions for G2M and export that and the beard piece to your program of choice, fix up any poke throughs, export it in as a morph preset and save it.

    So lets see if I can remember the exact way I do this...

    1) Conform the figure to Genesis
    2) Apply morph (for me it was my Bruno morph I made in ZBrush) and I see all these poke throughs..
    3) Fire up the GoZ Bridge and make sure to have it include the Deformations
    4) Once ZBrush is loaded up with Genesis and the bodysuit I get to work smoothing, pulling things out, pushing things in until I'm satisfied.
    5) Making sure the body suit is selected in DAZ Studio first I then click the GoZ button in ZBrush sending the fixed suit up back to DS
    6) This is important. Make SURE you name the morph the EXACT name of the morph your fixing up, if you don't it won't work. So my morph is called Bruno for Genesis so I name the new morph in the suit, Bruno for Genesis.
    7) Now test the morph. Go to Genesis and run the dial back and forth ... the morph fix you created in the conformer should now work perfectly with Genesis.
    8) Resave out your product and the new morph information will be written into the Data folder under Morphs..

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    RAMWolff said:
    MikeyFTL said:
    I've been asked to make something similar using REAL Hairy, but I have yet to figure out how to make the beard conform to facial expression morphs and when the mouth opens and closes. Catharina Harders (MEC4D) really busted her hump making Unshaven and I doubt I'll be able to make anything that's even close to having all the options of her product.

    I'm working on a REAL Hairy military mohawk at the moment, so maybe down the road I'll crank out some kind of beard when I figure out how to make it play nice.

    Same thing I explained in another post. You use the default facial expressions for G2M and export that and the beard piece to your program of choice, fix up any poke throughs, export it in as a morph preset and save it.

    So lets see if I can remember the exact way I do this...

    1) Conform the figure to Genesis
    2) Apply morph (for me it was my Bruno morph I made in ZBrush) and I see all these poke throughs..
    3) Fire up the GoZ Bridge and make sure to have it include the Deformations
    4) Once ZBrush is loaded up with Genesis and the bodysuit I get to work smoothing, pulling things out, pushing things in until I'm satisfied.
    5) Making sure the body suit is selected in DAZ Studio first I then click the GoZ button in ZBrush sending the fixed suit up back to DS
    6) This is important. Make SURE you name the morph the EXACT name of the morph your fixing up, if you don't it won't work. So my morph is called Bruno for Genesis so I name the new morph in the suit, Bruno for Genesis.
    7) Now test the morph. Go to Genesis and run the dial back and forth ... the morph fix you created in the conformer should now work perfectly with Genesis.
    8) Resave out your product and the new morph information will be written into the Data folder under Morphs..

    The issues I'm finding are with certain expression morphs, but not all. Some expressions will work with the beard but others do not. As you can see, the Anger morph works fine, but the Cheeks Balloon Pucker swallows the beard up.

    pucker.png
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    anger.png
    1000 x 636 - 583K
    Post edited by MikeyFTL on
  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    That's where the steps above come in handy. If some auto follow fine but others don't then try out the steps and see if your balloon cheeks work better...

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    RAMWolff said:
    That's where the steps above come in handy. If some auto follow fine but others don't then try out the steps and see if your balloon cheeks work better...

    Not sure how your solution applies to my workflow. First, I don't use zbrush. From what I'm reading, it looks like I have to export the morphed figure to my 3D program, conform the beard to it, and then re-import the new beard as a morph back to DAZ3D. Then a morph slider has to be used to get it to work. On top of that, I would have to do this for every single facial expression that doesn't work as well as every new non-working facial morph that comes out in the future.

    That's insane.

    I hope I'm reading your tutorial wrong.

    Post edited by MikeyFTL on
  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    MikeyFTL said:
    RAMWolff said:
    That's where the steps above come in handy. If some auto follow fine but others don't then try out the steps and see if your balloon cheeks work better...

    Not sure how your solution applies to my workflow. First, I don't use zbrush. From what I'm reading, it looks like I have to export the morphed figure to my 3D program, conform the beard to it, and then re-import the new beard as a morph back to DAZ3D. Then a morph slider has to be used to get it to work. On top of that, I would have to do this for every single facial expression that doesn't work.

    If that's the case then it's not happening. It's not worth the effort and every new non-working facial morph that comes out in the future will need the same treatment. That's insane. I hope I'm reading your tutorial wrong.

    Understood. Not sure what program you use but should be similar. If you export your figure morphed, then the beard morphed along with it into the program onto a new layer or what ever the equivalent of that would be (in ZBrush they are known as "sub tools") fix it up and import in the new fixed beard as a morph (again naming the new morph the exact name of the facial expression so it's read correctly to "hook" them).

    I know it's allot of work. That's why folks tend to stay away from making beards and stuff like that. One of the things I'm not looking forward to dealing with when my Pan project gets there. First I have to make the facial expressions and the make sure the head gear and facial hair work with them. YUK! lol

    Plus with vendors constantly creating "new and improved" facial expressions it WOULD be nuts to try to match all of them, it would take months of constant work and no that's not worth it but if you stick to the DAZ defaults and only pick the full body morphs or head shapes YOU like then just list those as being supported only. The rest would be up to Auto-Follow to make it all work.

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    RAMWolff said:
    MikeyFTL said:
    RAMWolff said:
    That's where the steps above come in handy. If some auto follow fine but others don't then try out the steps and see if your balloon cheeks work better...

    Not sure how your solution applies to my workflow. First, I don't use zbrush. From what I'm reading, it looks like I have to export the morphed figure to my 3D program, conform the beard to it, and then re-import the new beard as a morph back to DAZ3D. Then a morph slider has to be used to get it to work. On top of that, I would have to do this for every single facial expression that doesn't work.

    If that's the case then it's not happening. It's not worth the effort and every new non-working facial morph that comes out in the future will need the same treatment. That's insane. I hope I'm reading your tutorial wrong.

    Understood. Not sure what program you use but should be similar. If you export your figure morphed, then the beard morphed along with it into the program onto a new layer or what ever the equivalent of that would be (in ZBrush they are known as "sub tools") fix it up and import in the new fixed beard as a morph (again naming the new morph the exact name of the facial expression so it's read correctly to "hook" them).

    I know it's allot of work. That's why folks tend to stay away from making beards and stuff like that. One of the things I'm not looking forward to dealing with when my Pan project gets there. First I have to make the facial expressions and the make sure the head gear and facial hair work with them. YUK! lol

    Plus with vendors constantly creating "new and improved" facial expressions it WOULD be nuts to try to match all of them, it would take months of constant work and no that's not worth it but if you stick to the DAZ defaults and only pick the full body morphs or head shapes YOU like then just list those as being supported only. The rest would be up to Auto-Follow to make it all work.

    There's got to be at least 250 default morphs for the area in question. Sorry folks...there's no way in Hell I'm doing that. Maybe DAZ3D will incorporate a fix into the transfer utility one day. Until then, it looks like Unshaven Beard for Genesis will have the monopoly for a long time.

  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    Well you did mention that some of the morphs you tried auto followed just fine. It's only for the ones that don't. I don't blame you though, it is allot of work.

  • vwranglervwrangler Posts: 4,902
    edited June 2014

    For what it's worth, I asked a question vaguely related to this before in the forum after I'd sent Unshaven beard through Transfer Utility, but couldn't get it to follow expressions. The issue turned out to be the default expressions that come with the G2M morphs pack. They're deliberately set NOT to allow autofollow; otherwise, expression morphs get pushed into things like glasses and earrings and other things you would distort when they followed the expressions. Something like SimonWM's expression pack, or Cake's Smile Delight pack, the transferred beard has almost no problem following, depending on the character morphs, because they ARE set to allow autofollow. (And as a result, distort eyeglasses and the like.) What I was told was that using the Edit mode to flip the autofollow switch in Parameters, and then saving modified assets, can somewhat fix that issue; I tried it with some mixed results. If have Unshaven beard on a character, I try NOT to use the DAZ expressions when possible.

    I hope that's helpful.

    MikeyFTL said:
    I'm working on a REAL Hairy military mohawk at the moment, so maybe down the road I'll crank out some kind of beard when I figure out how to make it play nice.

    On the one hand: sweet! On the other ... what's a military mohawk? Just a really short mohawk?

    Post edited by vwrangler on
  • Serene NightSerene Night Posts: 17,677
    edited December 1969

    I'd love it if it were a high and tight hairstyle. Could use that for G2M.

    I love long hair personally, but it doesn't suit every character.

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