Hair Strand Designer - Best Workflow practice.

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  • čas přidán 11. 09. 2024
  • Hair Strand Designer was built with simple strands in mind, but a time went by and the demands from you amazing users grew, the performance got hit hard. I've put in place this workflow to help you get the most out of it and using the optimization feature when you can will help ease the pain.
    Hair Strand Designer is a standalone tool for PC only and can be found here: app.gumroad.co...
    Some subtitles need completed after 4 minutes in (takes some time to do)
    Thanks!
    Robert

Komentáře • 18

  • @dazwraps8213
    @dazwraps8213 Před rokem +1

    Amazing tool...

  • @naibaf99
    @naibaf99 Před 3 lety +1

    Thanks! Now I'm trying the tool

  • @alexbobyr8076
    @alexbobyr8076 Před 2 lety +1

    Great tool. Thank You!!!

  • @zubizaretta397
    @zubizaretta397 Před rokem

    Great tool! I just bought it but I cant figure out which map I should use as Roughness map...

    • @Polytricity
      @Polytricity  Před rokem

      A mix of depth and frizz is a good idea

  • @zubizaretta397
    @zubizaretta397 Před rokem

    It would be super If you could make a showcase in different 3d programs (Blender, UE ...) where to connect theese maps

    • @Polytricity
      @Polytricity  Před rokem

      I don't know all things like this. Only marmoset and unreal. You won't always need every map. It just depends on the shader you want to use or create.

  • @brenokisch
    @brenokisch Před 3 lety

    please, insert options to add highlighter points on the strands

    • @Polytricity
      @Polytricity  Před 3 lety

      Why not make use of the ID map for this in your final shader / processing.

  • @simonthedigger99
    @simonthedigger99 Před 11 měsíci

    is it possible to clump hairs in the bottom

    • @Polytricity
      @Polytricity  Před 11 měsíci

      Per set, you use tapering, you can overlap sets

    • @simonthedigger99
      @simonthedigger99 Před 11 měsíci

      @@Polytricity thanks will do that love the software though worth the purchase looking forward to the further updates

    • @simonthedigger99
      @simonthedigger99 Před 11 měsíci

      can you work on the tapering having its own path curve would help greatly thanks

    • @Polytricity
      @Polytricity  Před 11 měsíci

      @@simonthedigger99 I want to introduce curves into everything eventually, but it's a big rewrite job when I have my time back again, unfortunately I got myself locked into some major client work for the next year or so.

    • @simonthedigger99
      @simonthedigger99 Před 11 měsíci

      @@Polytricity take your time man gl with your work

  • @sarmy3d
    @sarmy3d Před 3 lety

    Is there an undo feature?

    • @Polytricity
      @Polytricity  Před 3 lety +1

      No unfortunately but I will implement it soon.

    • @sarmy3d
      @sarmy3d Před 3 lety

      @@Polytricity Nice. I'm trying it out now and it looks pretty good. I think having an input slider with an algorithm that handles fly aways would be nice rather than superimposing two cards on top of one another. Also, I noticed that someone had been asking for the parameters to be "per card" rather than affecting everything. I think these changes, along with a performance pass and moderate UI overhaul would really make this tops. Great work thus far though. Beats having to render out strands in ZBrush.