Refining the Beard and Mustache Mustache hair tends to grow out from the philtrum the groove in the center of the upper lip, often leaving the middle without hair at all.. When you’re fi
Trang 112 Render this, and see how it looks (You
may want to add shadowing, so you can
see what you’re really getting, if you
intend to use it in the finished render
Fur can look very, very different withand without it.) If you’re reasonablyhappy with the results so far, it’s time
to refine it further
Refining the Beard and Mustache
Mustache hair tends to grow out from the
philtrum (the groove in the center of the
upper lip), often leaving the middle without
hair at all Since you can’t vary the combing
on a surface with SasLite, the only way to
achieve that is to separate the Mustache
surface from the Beard surface, and divide
it into two pieces So we’ll do just that
1 In Modeler, select the polys that form
the mustache and hide the rest (tap the
<=> key) Then select the half on the
positive X axis, and give it a new
sur-face, say lMustache Tap the <">
(<Shift> + <Quote>) key to invert
the selection, and name the other side
rMustache (These correspond to the
model’s right and left side, not yours.)
2 Return to Layout and open the ObjectProperties panel if you’ve closed it.Right-click on the line that says
SasLite Seen on Beard, and choose Copy from the drop-down menu that
appears Right-click again, and choose
Paste That will give you two identical
copies of the displacement
3 Open one of them and change the
Sur-face Name(s) to lMustache Leave
everything else the same, except forthe Comb X value Make it pretty high
(I used 80%, and also lowered the Comb Y value to 5%.)
Figure 20-32: Divide the surface into three — the beard and two halves of the
Trang 24 Click OK to close it, and use the copy/
paste trick again to make a copy of it
Change the parameters of the copy so
that it’s applied to the rMustache
sur-face, and put a minus sign in front of
the Combing value (for instance,
–80%) That will send the hairs along
the –X axis, or toward the right cheek,
and away from the center of the face
Render to see what you have now
5 If the break along the philtrum is too
pronounced, go back into Modeler,
select the points on either side of the
center line, and bring them closer to
the center You might also want to split
the mustache so it can conform better
to the shape of the lip (I used the Edge
tools to do that here.)
Figure 20-33: New values for the left half of the mustache.
Figure 20-34: The beard and mustache.
Trang 36 Keep refining and making test renders
until you have the beard and mustache
you are looking for Don’t be afraid to
add another couple of surfaces, blend
the density, put in streaks of a different
color, etc You can have up to eight
instances of SasLite in a scene (If you
want more, you can render your scene
in a couple of passes, and put them
together in post.)
7 For this beard, I added a BeardThin
surface on either side of the lower lip
(just a couple of very small polys) and a
BeardWhite surface to give him a
couple of gray streaks If you want to
dissect what I’ve done, you can go
through the SasLiteBeard.lwo file on
the CD in Objects\Chapter20 Each
step listed here corresponds to a layer
in the model
Figure 20-35: Modify the beard geometry further, if need be.
Figure 20-36: Finished beard.
Trang 48 When you’re finished, and it’s just what
you want, you can cut the beard polys,
if you desire, and paste them inside the
head (The SasLite displacements will
be on the “Beard” object, not the
“Head” object, so you’ll have to
copy/paste them to the head if you do
this.) The extra polys make it a bit
trickier to animate the head (you’ll
have to include them in your
endo-morphs), but if you can’t afford the full
version of Sasquatch, they will let you
add believable hair, beards, mustaches,
fur, etc., to your models
You can use the same principles anytime
you want to vary the length of SasLite
fibers If you want grass to grow higher onthe bank of a river, if you want a werewolf’sfur to bristle along his back, if you want tomodel a soldier with a crewcut — all youneed to do is make sub-surface polys, andpull them back for shorter fibers or pushthem toward the surface for longer ones.(Or, really, just get the full version, and do itthe easy way with maps and effectors.)You can do the same thing for eyebrows,eyelashes, and the hair on a character’shead, but there’s another way to accomplishthese effects that we have yet to explore.Instead of using subsurface fur patches, wecan use long hair guides, which are alsosupported, in a limited fashion, in SasLite
Creating Hair with Long Hair Guides
Long hair guides are two-point poly chains
(two-point polys that share a point with
another two-point poly) that direct the flow
of the fibers To work in SasLite (or
Sasquatch, for that matter), it’s necessary
for the point on the “root” end to have a
dif-ferent surface than the rest of the chain
(That’s how the plug-in determines which
end is which.) They are usually named
“Hair” and “Root” to keep things simple
SasLite will generate a lock of hair that
follows the general direction of the guide
The number of hairs in that lock, their
length, and how closely they follow the
guide is determined by the number and
placement of polys in the chain and the
set-tings in SasLite
Let’s start with the hair on his head
There are several methods to do this, the
“point” of all of them being to spend less
time creating the guides than it would take
to actually grow the hair
Making hair guides can be grueling, but
it doesn’t have to be The more control youwant or the more complex the hairstyle, themore guides you’ll need The process I’mabout to show you isn’t the easiest, but itwill show you a way to make a whole lot ofguides reasonably quickly, without usingany third-party plug-ins You won’t normallyneed quite this many, but just in case you
do, here’s a good way to get them
1 Begin by lassoing all the polys thatcould have hair growing from them
Then tap the <}> (right curly bracket)
key to Select Connected and get thenext ones, too (Because of the waythat subpatches work, the curvechanges when polys are abruptlyremoved By grabbing the polys next tothe ones that you actually want, youcan ensure that doesn’t affect the polysyou need.)
Trang 52 Paste those polys into a new layer For
this particular method, we’re going to
use a lot of points to grow hair guides
from, so tap <Ctrl> + <d> (or go to
Construct | Convert: Freeze) and
freeze the polys, which will make faces
from the “virtual” polys in the
subpatches Tap the <Tab> key to
subpatch those polys, and freeze again.(If you don’t think you need as manyguides, then you might want to freezeonly once, or change the Subpatch level(in either direction) before freezing.)
Figure 20-37: Select the scalp polys and the ones next to them.
Trang 63 We don’t need the polys, just the
points So tap <k> (or go to
Con-struct | Reduce: Remove | Remove
Polygons) to “kill” the polys That will
leave you with a bunch of points that
aren’t connected to anything Copy the
whole bunch and paste them into
another layer Now begin to lasso and
remove sections to form the actual
hairline As always, it helps if you have
a reference If you accidentally get too
many, you can grab them from the
pre-vious layer, and paste them in here
Just tap <m> to merge the points, so
you won’t have to worry about multiple
overlapping point problems Keep
going until you are happy with it
4 When you’re satisfied, tap <m> to
merge points (Even if you haven’t
cop-ied points from another layer it’s good
to do this just to be safe.) Then reduce
the size of the wig slightly so it fits
inside the scalp <H>, tap <J> (or Modify | Transform: Jitter), and jit-
ter the points a tiny bit so it looks morelike hair roots and less like transplants
Name this layer Roots (You can name
layers in the Layers window foundunder the Windows menu.) You candelete the points from the previouslayer now, if you feel so inclined, orsave them “just in case.”
5 We’re going to rail extrude thetwo-point polys, but right now, we’veonly got points Rail Extrude doesn’twork on points Therefore, we mustconvert our points into polygons Go to
the Create tab and click on Polygons: Points to Polys Give them the sur- face Root (<q>), copy the whole
thing, paste it into another layer, and
call it Hair Building Tap <q> again, and change the surface to Hair.
Figure 20-39: Trim the extra points away from the hairline (Original points shown in
background for clarity.)
Trang 76 Select the one-point polys around the
hairline, including a good portion of the
front, and place them into an empty
layer called Hairline We’re going to
style them more carefully in a few
minutes, but it’s easier if the bulk ofthe hair is done first (Depending onthe style of the hair, these points could
be along a part, just in the front, on theside, or wherever the scalp shows.)
Figure 20-40: The Roots layer, all ready to grow hair!
Figure 20-41: Put the Hairline in another layer for more careful treatment.
Trang 87 Open an empty layer, and put the Head
and Hair Building layers in the
back-ground Beginning at the center, or
where the part is, start to make a
series of spline curves (you can use
whichever of the Curve tools you are
most comfortable with)
8 We are going to use Rail Extrude to
extrude the one-point polys, which will
automatically make two-point poly
chains from them The spline curves
we just created are the rails the polys
will be extruded along
In SasLite, the actual hairs may appear to
be a little shorter than the hair guides, so
keep that in mind while you are making
them
9 Work from the hairline at the collar to
the front, so you can make each curve
slightly overlap the one below it This
will keep the hair falling naturally,
instead of having fibers diving under
the ones below
10 Make two to five curves, and thenbegin to copy/paste them, and movethem around the head, rotating so thatthey will follow the line you want thehair to have The more curves you use,the smoother the hair will be, but beaware that there are limits to howmany splines Rail Extrude can handlebefore it simply tells you there are toomany (If you reach those limits, youcan divide your hair into smaller sec-tions to extrude, of course.)
11 When you have enough to describe thebasic shape of the hair, somewherebetween 5 and 20 or so, depending onthe hairstyle, put the curves in thebackground, and the Hair Building
layer in the foreground Tap <Ctrl> +
<r> (or Multiply | Extend: Rail Extrude) to open the Rail Extrude:
Multiple panel
Figure 20-42: Begin to make curves to describe the bulk of the hair.
Trang 912 Choose to make Segments according to
Length, make them Uniform, and
choose around 5 or 6 segments (There
are limits to how many vertices
SasLite allows, and they add up
quickly.) Leave the Strength at 2, and disable both Oriented and Scaling.
13 Click OK, and you’ll have a bunch of
two-point poly hair guides! Name the
Figure 20-43: The head, with enough rails to describe the main hair mass.
Figure 20-44: The Rail Extrude: Multiple panel.
Trang 10layer Wig We’ll be collecting the hair
here as we build it
Now, of course, there are things that can go
a little weird at this step
14 The most common problems are the
guides swirling in odd directions, piling
up in ridges, and/or leaving bald spots
when viewed against the head Most of
these are caused by the same thing —
not enough curves for the number of
one-point polys being extruded (I’ve
found that sometimes, for some reason,
you can also fix the swirling problem by
undoing and deleting the last point on
the curve So if you’re pretty sure
there are enough, you might want to
try that.)
To fix them, of course, either add some
curves, or extrude a fewer number of
one-point polys at once
15 If a lot of the hair is below the surface,
then your splines might be too close to
the head Undo, select all the points on
the spline except the endpoints, and
use the Size tool <H> to make it all
larger
16 Now, if you want to shape it as you go,which is easier from my point of view(but also requires more steps), cut thehair (That sounds like barber talk, but I
really mean to cut using the <Ctrl> +
<w>) and tap the <]> key (or go to View | Select: Select Connected) to
get the roots, as well Cut again, and
paste back into the Wig layer Now you
can tweak the hair to your heart’sdesire, without any fear of the guidesbecoming disassociated from theirroots Go ahead and do that, shaping ituntil you are happy with it The Magnettool works well for this, but of courseyou can use any tool you are comfort-able with
Figure 20-45: The bulk of the hair guides, made in a snap!
Trang 11C h a p t e r 2 0 · · · ·
Figure 20-46: Ridges leaving bald spots, corrected by adding four curves.
Figure 20-47: If the splines are too close to the head, the guides will be inside it, not
outside.
Trang 1218 Once you are happy with that part of
the hair, it’s time to work on the front
and the hairline This is done the same
way, except that you work on only a
small section at a time, which gives you
much better control and allows you to
style the hair with (relative) ease
By small, I mean small The trick is to keep
the sections to 20 or 30 of the one-point
polys at a time
If the portion of the hairstyle you’re
working on is symmetrical, select a group
from the Hairline layer in one of the Side
viewports (Right or Left) so you get bothsides, cut it, and paste it into an emptylayer Then make two or three splines, as ifyou were modeling the outermost hairs(and perhaps a middle hair) from that group.Mirror those splines across the X axis, andtweak the mirrored ones a tiny bit so it’snot too symmetrical (I use the Drag tool
(<Ctrl> + <t>) for that, because I’m a
control freak, but you might want to useJitter.)
19 Then Rail Extrude the points, usingmore segments if you can afford it Ifthey haven’t gone wonky (that’s a tech-nical term), put the guides and the head
in a foreground layer, and take a look Ifthey don’t penetrate anything theyshouldn’t (like the ears), and if they arestanding out from the scalp, move on tothe next step You don’t have to beexact, since you can style the sectionwith the Modify tools But the closeryou are, the easier that will be Justdon’t make yourself crazy with it
Figure 20-48: Styling the hair with the Magnet
tool.
Figure 20-49: Symmetrical groups of one-point polys and rails.
Trang 1320 If the style isn’t symmetrical, it will
take a little longer, because you’ll have
to grab the one-point polys one group
at a time You might find, though, that
it’s still easier to copy the curves and
tweak them from group to group than it
is to build a whole new set of curves
Once again, I find it’s easiest to work from
back to front, with the finished hair piece
and the roots you are currently working
with in the background
Note
If you want to have the best, thickest hair you can have, then make sure you have more points at the tip than you do at the root, and extrude by knot, not length.
SasLite uses the placement of points on the guide when it determines how to “grow” the hair The more the points are concentrated
at the tip, the thicker and longer the hair will grow.
21 As you finish each section, if you areusing the style-as-you-go method, cut
it and paste it into the Roots layer, merge the points, select the Hair sur- face, Select Connected, and paste it back into the Hair Building layer.
Then, with that layer in the foregroundand the Wig in the background, tweakthe hair until you are satisfied with theshape (Don’t forget to add Minoxidil tomake the hair healthy and strong.*)Once it looks good, cut it again, andpaste it into the Wig layer As I men-tioned before, this method has moresteps, and may take more time, but for
me, it gives much better results (with alot less stress)
(* Don’t go looking for the Minoxidil ton It’s a joke! If you didn’t get it, take abreak, right now.)
Figure 20-50: Extruded guides, viewed against the head.
Figure 20-51: Making the rails for another section of
hair.
Trang 14While you are styling, remember that
these are hair guides, not hairs Every one
of them will turn into multiple hairs when
it’s rendered with SasLite Complete
cover-age isn’t necessary, or even particularly
desirable It’s better to make hairs that are a
little offset, with an even amount of room
between them
22 If you aren’t using the style-as-you-go
method, then just cut each section as
you finish it, and paste it into the Wig
layer
23 Once a section is pasted into the Wig,
open the Hairline layer, cut the next section of roots, paste it into the Hair Building layer, and make curves for it.
(You might want to save all the curves,
or you might want to delete them It’s
up to you.)
Figure 20-52: Tweaking a section, working into the wig.
Trang 15When you’re in the Wig layer, keep an eye
on the number of points you have
Remem-ber that SasLite will only allow 25,001 points
per object that has SasLite applied If you
exceed that number, you’re going to have to
break the wig into different layers Since
SasLite also allows only eight instances of the
plug-in per scene, you’ll need to keep the
total below that number unless you want to
render in multiple passes Think about how
many instances of SasLite you’re using for
eyelashes, eyebrows, hair, beard, mustache,
etc., when deciding if you can afford to run
over on the guides.
Figure 20-53: As each section is finished, select the next group of one-point polys.
Figure 20-54: Keep an eye on this number in the Wig layer, so you don’t exceed SasLite’s limit of 25,001.