Baking the fur and alphas

To make the fur, we have to transfer the details from the highpoly hair system we created in Zbrush to a selection of UVed polygon plains that will enable us to create the impression of hair when laid out. To do this, we first take our hair system in Zbrush and create a group of variations. The steps are as follows:

  1. Inside Zbrush, we create a primitive plain and draw a circular mask. This will allow us to grow our variations.
    Baking the fur and alphas
  2. Once we have the variations, we need to export them to Maya as .obj files. Before we do this, we need to make sure that each variation has UVs applied. This can be done by going to the UV rollout and clicking on FiberUV. This will lay out the UV in a 0 to 1 form so that we can apply a simple gradient for the hair color.
    Baking the fur and alphas
  3. Once we have the highpoly meshes in Maya, we need to organize them into a single row, keeping space between each cluster of hair. We also need to create and align a set of polygon plains and assign and layout UVs for them.
  4. Once we have everything aligned, we need to re-export the highpoly hair to one file and export the polygon cards as one file so that we can bake across the information.
    Baking the fur and alphas
  5. Now we need to load the meshes into xNormal, as we did before, but this time we can load in a texture onto the highpoly mesh. Therefore, we can bake down the diffuse map. For the texture, we open up Photoshop and create a gradient that will be assigned as the texture.
  6. When we bake down the diffuse map, there will be an alpha map created that we use to cut out the shape of the hair strands.
    Baking the fur and alphas
  7. Once we have all of the maps baked, we can start to build our textures. For the fur, as we now have the textures baked, we can build up that fur on the character. The process of laying out the hair is time-consuming and will require patience. Here, it is simpler to build up the general look before loading the mesh into the engine. Once we have the character loaded in the engine, we can come back and refine later.
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