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

135

Comments

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    vwrangler said:
    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?

    These are military mohawks. They're usually shaved on the back and sides and trimmed short around the center mohawk. The center of a military mohawk is not as long as a full american indian/punk style mohawk, but mine will have a length slider if you prefer longer.

    Woof!

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    Post edited by MikeyFTL on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Mikey, fiber hair is what is in Zbrush a plugin like LAMH or Garibaldi, one it is converted to OBJ it is regular geometry , you can create one side polys like in your last set or as much sides you want and segments and once it is done it is not more fiber , as the fiber is what is rendered only in Zbrush based on the curves what is a shader .. My Unshaven is not generated by the plugin it is geometry , the early DS could not handle more polys as it crashed when rigged or when importing additional shapes and styles since each shape have the same poly count over again and so each morph making it HUGE, for that reason the hair are bigger so it can be used in distance renders or subdivided in closer renders .
    One side polys was not practical since they vanish by rendering from different angles as only one the top face can be rendered and the side are virtually not visible creating bald spots from some angles when rendered in distance , it not working so well with facial hair , for facial hair you need at last 3 side polys what is industry standard , you will use less hair and less poly.
    Making one million poly beard is not big deal but now each morph will have the same poly count and at the end you will end with a monster .
    And regarding the not working poses, a lot of the morphs are not just single morphs but constructed with multiple linked morphs together, so to make it works you need to make all the single head morphs possible and in most case all of them , Pose morphs will not working unless you manually set them to auto follow after all your single morphs are done .. it is a lot of work since beside the base genesis 2 male you have also JMC for Gianni and M6 so at last 60 of them . now if your facial hair have minimal 400K of poly count you will end with 24 million poly per product
    For that reason the Unshaven was reduced to minimum to avoid it and not because I could not make it better .. :) people like to use it also in second plane renders and more that one character so the size here is crucial not to forget about the rendering time .
    I am working on new Unshaven 2 HD for Genesis where I can allow myself to go beyond the limits I had in previews version of DS and it going to be awesome ..
    I like what you did with the body hair but with the facial hair will be not that easy and a lot of work have to be done especially if you want to add some different styles .. make sure you check each G2M morph construction to see if that is single morph or multiple morphs linked into one , and if linked, make sure you have the single morphs done , and manually set to auto follow as the linked morphs can't auto follow since that are POSE Morphs ( morph presets) and not regular morphs.

    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.

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    Mec4D said:
    Mikey, fiber hair is what is in Zbrush a plugin like LAMH or Garibaldi, one it is converted to OBJ it is regular geometry , you can create one side polys like in your last set or as much sides you want and segments and once it is done it is not more fiber , as the fiber is what is rendered only in Zbrush based on the curves what is a shader .. My Unshaven is not generated by the plugin it is geometry , the early DS could not handle more polys as it crashed when rigged or when importing additional shapes and styles since each shape have the same poly count over again and so each morph making it HUGE, for that reason the hair are bigger so it can be used in distance renders or subdivided in closer renders .
    One side polys was not practical since they vanish by rendering from different angles as only one the top face can be rendered and the side are virtually not visible creating bald spots from some angles when rendered in distance , it not working so well with facial hair , for facial hair you need at last 3 side polys what is industry standard , you will use less hair and less poly.
    Making one million poly beard is not big deal but now each morph will have the same poly count and at the end you will end with a monster .
    And regarding the not working poses, a lot of the morphs are not just single morphs but constructed with multiple linked morphs together, so to make it works you need to make all the single head morphs possible and in most case all of them , Pose morphs will not working unless you manually set them to auto follow after all your single morphs are done .. it is a lot of work since beside the base genesis 2 male you have also JMC for Gianni and M6 so at last 60 of them . now if your facial hair have minimal 400K of poly count you will end with 24 million poly per product
    For that reason the Unshaven was reduced to minimum to avoid it and not because I could not make it better .. :) people like to use it also in second plane renders and more that one character so the size here is crucial not to forget about the rendering time .
    I am working on new Unshaven 2 HD for Genesis where I can allow myself to go beyond the limits I had in previews version of DS and it going to be awesome ..
    I like what you did with the body hair but with the facial hair will be not that easy and a lot of work have to be done especially if you want to add some different styles .. make sure you check each G2M morph construction to see if that is single morph or multiple morphs linked into one , and if linked, make sure you have the single morphs done , and manually set to auto follow as the linked morphs can't auto follow since that are POSE Morphs ( morph presets) and not regular morphs.

    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.

    Sweet! I look forward to your new product. To be honest, doing a beard is not something I want to undertake at the moment. It's more of a discussion at this point, which I'm glad you chimed in on. The little goatee I made was just for for testing and it's as far as I plan to go with it. I hope your new beard has the ability to adjust the hair thickness in some way. Either way, I'm sure it will be very cool and I'll be first in line to buy it.

    Post edited by MikeyFTL on
  • alkenalken Posts: 263
    edited June 2014

    I tried to capture the hairs with the light by reducing the hair's opacity and ramping up the gloss...I think it looks great on the legs (enlarge the photo to see details).

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    Post edited by alken on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I know it is just discussion that why I dropped in , it is nice to see others doing the hair as that is not simple task , we all need to support better our male characters :) how more how better
    I spend 5 months figuring stuff out in the beginning so this is like an echo ..
    since my hair workflow does not include final hair geometry as yours and just the base follicles to prevent deformations and HD morph will be responsible for the hair thickness here .. how higher the percentage how finer the hair what works better than Push modifier or sub-d
    since we not need high resolution for the second plan characters .

    When you rig your beard make sure you edit the weight maps and remove the one from lower jaw , to prevent deformation on twist or bend as it is not needed and works better ..
    much success on the path! looking forward to see your progress

    MikeyFTL said:

    Sweet! I look forward to your new product. To be honest, doing a beard is not something I want to undertake at the moment. It's more of a discussion at this point, which I'm glad you chimed in on. The little goatee I made was just for for testing and it's as far as I plan to go with it. I hope your new beard has the ability to adjust the hair thickness in some way. Either way, I'm sure it will be very cool and I'll be first in line to buy it.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    looks very natural and fuzzy :) ME LIKE IT !!
    Uber Surface have anisotropic option U it will help to pop up it even better in nice harmony , since real hair has kind of anisotropic U reflections too

    alken said:
    I tried to capture the hairs with the light by reducing the hair's opacity and ramping up the gloss...I think it looks great on the legs (enlarge the photo to see details).
  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    ALWAYS a wealth of information Cath. XO

  • alkenalken Posts: 263
    edited December 1969

    Thanks for the tip!

    Mec4D said:
    looks very natural and fuzzy :) ME LIKE IT !!
    Uber Surface have anisotropic option U it will help to pop up it even better in nice harmony , since real hair has kind of anisotropic U reflections too

    alken said:
    I tried to capture the hairs with the light by reducing the hair's opacity and ramping up the gloss...I think it looks great on the legs (enlarge the photo to see details).
  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    alken said:
    I tried to capture the hairs with the light by reducing the hair's opacity and ramping up the gloss...I think it looks great on the legs (enlarge the photo to see details).

    Wow! Excellent render. That's exactly the kind of end result I was hoping to see with REAL Hairy. Wish I could have used that as my main promo image.

    Post edited by MikeyFTL on
  • alkenalken Posts: 263
    edited December 1969

    Aww shucks...thanks! But your promo pics are great!

    MikeyFTL said:
    alken said:
    I tried to capture the hairs with the light by reducing the hair's opacity and ramping up the gloss...I think it looks great on the legs (enlarge the photo to see details).

    Wow! Excellent render. That's exactly the kind of end result I was hoping to see with REAL Hairy. Wish I could have used that as my main promo image.

  • MKeyesMKeyes Posts: 469
    edited December 1969

    Mec4D said:
    Mikey, fiber hair is what is in Zbrush a plugin like LAMH or Garibaldi, one it is converted to OBJ it is regular geometry , you can create one side polys like in your last set or as much sides you want and segments and once it is done it is not more fiber , as the fiber is what is rendered only in Zbrush based on the curves what is a shader .. My Unshaven is not generated by the plugin it is geometry , the early DS could not handle more polys as it crashed when rigged or when importing additional shapes and styles since each shape have the same poly count over again and so each morph making it HUGE, for that reason the hair are bigger so it can be used in distance renders or subdivided in closer renders .

    So glad you come into this discussion and I simply must ask will you be upgrading Unshaven for G2? M6? I ask because I've put it on my M6 character however - the full beard does not fit well. I tried to alter it but it will not be altered and only stretches out of shape with dark lines.

    I would be so in heaven if Unshaven was updated to include Genesis2 male - right now, I have to do quite a bit of post work to make it look right, any hopes of that happening?

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    you get the stretches due to weight maps that you need to edit , since Unshaven is not actually my product I am not doing any updates , I created and setup just the base for DAZ request .
    I am working on my new improved and more realistic version for G2M and the last DS 4.6 build.. we need to go forward with the technology ! :) any update will cost actually the same time as making new better one

    Mercedesk said:
    Mec4D said:
    Mikey, fiber hair is what is in Zbrush a plugin like LAMH or Garibaldi, one it is converted to OBJ it is regular geometry , you can create one side polys like in your last set or as much sides you want and segments and once it is done it is not more fiber , as the fiber is what is rendered only in Zbrush based on the curves what is a shader .. My Unshaven is not generated by the plugin it is geometry , the early DS could not handle more polys as it crashed when rigged or when importing additional shapes and styles since each shape have the same poly count over again and so each morph making it HUGE, for that reason the hair are bigger so it can be used in distance renders or subdivided in closer renders .

    So glad you come into this discussion and I simply must ask will you be upgrading Unshaven for G2? M6? I ask because I've put it on my M6 character however - the full beard does not fit well. I tried to alter it but it will not be altered and only stretches out of shape with dark lines.

    I would be so in heaven if Unshaven was updated to include Genesis2 male - right now, I have to do quite a bit of post work to make it look right, any hopes of that happening?

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    Here's a quick look at the REAL Hairy Military Mohawk. Needs lots of work (ie. blending, side stubble), but I'm pleased with it so far.

    It currently has two parts. A longer, center mohawk and a shorter side section. Both will be adjustable with all the same morphs as REAL Hairy (length, thickness, clump and wetness). I am in the process of modeling a third section for side stubble (not shown).

    REAL_Hairy_military_mohawk.png
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  • RAMWolffRAMWolff Posts: 10,249
    edited December 1969

    NEAT. I like that allot!

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    New and improved.

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  • alkenalken Posts: 263
    edited December 1969

    That looks cool.

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    Renders nicely in Luxrender. Just going to add a little more side hair and stubble and ship it off to the store.

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

    Now your chest hair. Is that sub'D'd to get it looking so realistic and fine?

    I think it might be helpful to post your render and light settings too for those that don't know quite how to get your realism.

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    RAMWolff said:
    Now your chest hair. Is that sub'D'd to get it looking so realistic and fine?

    I think it might be helpful to post your render and light settings too for those that don't know quite how to get your realism.

    Yes. I already subdivided all the modules in the package but I set the levels to 0 so DAZ3D doesn't get too bogged down on slower machines. This image still has the level set to 0, but the thickness is set to 30% instead of the default 50%. The camera distance is far away enough to not notice the low subdivision. The rest is Luxrender doing it's magic with light and shadows. My renders tend to look a bit washed out and over exposed when finished, so I do minor post work in Photoshop (brightness, contrast, levels and exposure).

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

    Ah, OK. I don't use Lux so was looking for some good DS settings when I finally get around to using your product...

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    RAMWolff said:
    Ah, OK. I don't use Lux so was looking for some good DS settings when I finally get around to using your product...

    The render at the bottom of page 5 of this thread is the exact same image but it was done with DAZ3D's default renderer. It has no lights or shadows and while the hair reflections are more visible, the hair color looks brighter than it should. The REAL Hairy "dark brown" material renders more naturally in Luxrender.

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    Here's our friend with no textures. There are 5 zones (center mohawk, 3 blend zones and the side stubble). Each zone can be turned on or off if your head texture already has stubble or some kind of hair. You can adjust length and thickness on all zones and the center mohawk can be adjusted with clump and wetness as well.

    I consider this to be pretty much done. Just need to create a package and submit. I think $7.99 is fair unless you think otherwise.

    REAL_Hairy_military_mohawk_final.png
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    Post edited by MikeyFTL on
  • gabugabu Posts: 303
    edited December 1969

    Please take my money now!

  • MardookMardook Posts: 292
    edited December 1969

    Wow... this is so going into the cart, even though my poor CC is limping along. :o

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    The last one's were slightly male-pattern-baldish so I filled it in a bit and did some more blending.

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

    Now there will be morphs to push that all back and up to make an traditional mohawk? Looking great by the way!

  • MikeyFTLMikeyFTL Posts: 367
    edited June 2014

    RAMWolff said:
    Now there will be morphs to push that all back and up to make an traditional mohawk? Looking great by the way!

    Yes. The hairs of the center mohawk will have the ability to point more upwards as opposed to forward like the pic above. The side blends and the stubble can all be turned off if you just want the center....or you can set the length of the side blends to be stubble as well. The side stubble won't have too many morphs....just a little length and thickness.

    This is a military mohawk, so the center mohawk isn't going to shoot into the air 12 inchs with spiked tips like a punk rocker. They already sell something like that in the store.

    http://www.daz3d.com/da-mohawk-genesis-2-male-s

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

    True, have that too but your work is very good and I like how your hair looks individualized.

  • MikeyFTLMikeyFTL Posts: 367
    edited December 1969

    RAMWolff said:
    True, have that too but your work is very good and I like how your hair looks individualized.

    Thanks. I've always had a hatred for the texture based hairstyles. They look fake and take too long to render. When the first fibermesh hairstyles came out I thought they would be the next big thing, but I think the hairs are too thick and they can't be adjusted. Plugins like LAMH and Garibaldi do a really nice job if you have the time and patience to be a hair stylist, but the development of pre-made styles for men has died and the existing ones are few and far between. The downside of doing a full hairstyle my way would be the excessive polygons. Thankfully my military mohawk is a small hairstyle and doesn't have that problem. It renders nice and fast.

  • alkenalken Posts: 263
    edited December 1969

    Will the hair line be adjustable? I rather like the male pattern baldness one over the man-doll hair pattern. lol

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