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[CGMA] Hair Creation for Games with Johan Lithvall

Manufacturer : Computer Graphics Master Academy (CGMA)
Manufacturer website : https://www.cgmasteracademy.com/courses/48-hair-creation-for-games
Author : Johan Lithvall
Duration : 6 weeks
Handout Type : Video Tutorial
Language : English
Описание : Create quality hairs for AAA-games.
This class will teach you how to create AAA quality hair for games. Using techniques developed during the production of Horizon Zero Dawn, you will be taken through the full process of planning your work, creating hairs in xgen, baking the hairs into textures, creating a hair asset, and finally putting it into Unreal Engine. The class will contain both practical workflows and theoretical mindsets to help you further hone your skills in hair creation for games.
Used programs : Maya, ZBrush, Unreal Engine.

Content
Week 1 | Gathering Reference
Gathering reference | Hair theory | Xgen | Xpressions
Week 2 | Card Theory / Card Creation
Create splines for hair cards | Bake maps needed for Unreal Engine | Create chunks for different purposes/layers
Week 3 | Making the Asset: Base Layer, Part 1
Go through the different layers of the hair | Placing the chunks of hair | Start with base layer of the hair
Week 4 | Making the Asset: Base Layer, Part 2
Instructor off week / student work week | Go through the different layers of the hair | Placing the chunks of hair | Finish with base layer of the hair
Week 5 | Making the Asset: Mid Layer, Part 1
Root positions and angles, negative space, and clumping | Complementing flow and breaking flow | Creating volume | Start 2nd layer of hair
Week 6 | Making the Asset: Mid Layer, Part 2
Instructor off week / student work week | Root positions and angles, negative space, and clumping | Complementing flow and breaking flow | Creating volume | Finish 2nd layer of hair
Week 7 | Making the Asset: Top Layer
Flyaway hairs | Where and why flyaway hairs should be seen | Viewing angles | Start and finish flyaway hairs
Week 8 | Finalize Asset and Put In Unreal
Combine model to organize vertex IDs | Bake vertex AO | Import asset into Unreal and set up hair benchmark shader | Presentation and final words
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