Have you wanted to create attractive hair for Daz Studio, but got stuck on knowing where to start and how to handle a project such as this?
Arki (Kim Schneider) breaks down this project in detail, simplifies the approach and takes you through the steps in this three part tutorial (this is part 2). This was originally broadcast as a series of live webinars to a class that followed along with her techniques and created their own hair sets.
Requirements: Familiarity with Hexagon. Familiarity with ZBrush enough to create a simple morph.
Video length: 1 hour 57 minutes
Tutorial video includes indexing so you can click and jump to different topics with ease.
Part 2 :Hair Rigging for all Situations – Plain and simple or advanced options
1 – Quick rigging of the hair base
* Using Daz Studio’s Transfer utility to rig and autofit the base hair model
2 – Rig the ponytail, optional with multiple segments
* Advanced rigging for the accessories
3 – Create one morph as example for morph creation
* Using Hexagon or ZBrush to create a simple morph (for example to fit the jewelry over the base hair)
About the Presenter : Kim Schneider (Arki)
Kim attended the University of Applied Sciences in Münster, North Rhine-Westphalia where she received a Bachelor of Arts degree in Media Design and Illustration.
Over the years Kim has done work in the role-playing game industry applying her illustration skills for RPG games such as Engel for Feder & Schwert, Redaktion Phantastik, and the Pegasus Spiele game—Call of Cthulhu.
Her journey into 3D Digital Art began in 2000 with Poser (yes fourteen years of Poser experience!), then Poser Pro and started vending Poser content in 2006. She’s since been now hard at work at creating content for Daz Studio.
She delves into other packages occasionally including Photoshop, Quixel, ZBrush, Hexagon, UV Mapper Pro and UV Layout in her workflow.
What’s Included and Features
00:01:22 Overview of the Session
00:04:15 Slideshow of the Process
00:06:10 Start the demonstration by importing the OBJ
00:06:46 Notes about scale and options
00:08:35 Using the Transfer Utility
00:10:30 Naming Conventions and Parenting
00:13:41 Saving the Hair Model
00:18:22 1st Question & Answer Session
00:24:25 Adding the Long Tail
00:26:43 Define new Geometry for new Bones
00:31:48 Creating Bones
00:34:20 Assigning a Group to the Bone
00:39:04 Assigning Weight Maps to the Groups
00:45:34 Using “Smooth Weight Maps”
00:47:01 2nd Q&A
00:47:02 What Weight Maps Do
00:58:02 Creating Hair Morphs
01:04:00 Changing the Morph Parameters Setting, Including Name
01:04:58 Locations of Morphs and Naming Conventions
01:07:30 Adjust Naming in Morph Loader Pro instead of Parameters
01:11:19 Saving Morphs
01:14:05 Final Q&A
01:33:22 Mark’s Work
01:39:41 Bee’s Work
01:46:19 Seaghan’s Work
01:57:26 End Credits