Most of the professional companies offering 3D rendering services have to get indulged in modeling human hair, styling and rendering it as a part of many projects. Let us see how Maya can be used for rendering human hair.
Creation of human hair 3d model
Firstly pick any of the head models from the templates. Face mode must be selected as it facilitates surface editing. Determine where you want to design the hair and click on the corresponding surfaces of the model. Now in Polygon menu, click on the edit mesh option and proceed to the duplicate face menu for creating an object similar to the previously selected surfaces. Select the ungroup option from group node in the edit menu. Name the work as Maya hair model.
Adjustment of the UV
Choose the previously created Maya hair model and then click on the create UVs option. Now from Polygon Menu, opt for automatic mapping. By this, the model created by you responds to instinctive commands.
Creation of Maya hair system
This feature allows fashioning stationary and lively replicas of any of the hair types. It also helps the rendering artists to adjust their hair choices while performing hair stimulation. For creating the hair system, select dynamic menu set. Then, click on drop-down menu from Hair-Create Hair option. Now an options window is opened where professionals in the expert companies offering 3D rendering with Maya make necessary changes
Click on the Windows settings and go to preferences to see a preference window popping out. From here you can make needed changes by selecting the timeline menu. After that play the simulation and tweak the settings based on the outputs you get.
Segmenting Hair and Managing Flow
You can divide hair into different parts to proceed with your project in an organized manner. Not only can you concentrate on individual parts but also you can work on the physics of the parts that matter. This would lead to realistic human render as dividing the hair into different parts would help in seamless management of hair counts. For your surface to be covered up properly with short hair, you need more counts and separation would help you manage counts easily.
Short and Long Hair Grooming
For grooming, you have to create guides at strategic points in desirable direction. Yeti intuitively positions guides along the vertex points only. But, you can relocate them to cover every position on the surface. For realistic Maya human model, you must optimize on guide planting by moving away from default vertex position to positions where they are required. For better flow, hair must bend naturally. Optimum results can be attained by varying the guide’s length as this also impacts hair strands’ length.
Irrespective of length of hair, grooming is essentially determined by the position and flow of guides. However, the curvature and formation of long hair must have greater variation than short hair.
The directions of bend and flow are different. It can be possible that guides having similar flow directions would have their bend directions varying or completely opposite. The directions of bend and flow can be tweaked by using various tools available in Groom Node attribute for creating believable 3D model head in Maya.
Tweaking the Hairs
Now, a density map has to be painted by factoring in the segmentation of short hairs that would cover hands and face. Rely on node based approach of Yeti for optimum results. The short hairs whose creation and grooming have been done in previous steps for defining hair’s length and combing are to be used. For comb and clump nodes’ weight, use random values. Also, in Clump Node, define a value to represent flyaway hairs.
The best practice is to utilize the setup for long hair groom for determining length of hair. Next, first set of hairs’ must be combed and clumped. With Groom, combing of second set of hair is to be done and then it has to be clumped in first set of hair. Eventually, clumping in second set of hair has to be done for last set of hair whose combing is done with Groom. When you wonder about how to use Maya, remember that securing utmost similarity to natural look is your priority. Here, you can achieve the same with random values in weights of comb and clump and addition of more flyways.
Face modeling in Maya is taken to the next level by Yeti’s Attribute Paint option which allows weight map painting and controlling of weights’ clumping during hair setting up. This allows addition of variety and makes the hair look more natural. The white circles present at the bottom of the guide can be painted with desired attributes using the options or tools provided by The Groom Node. When a value is painted, the color of the circle gets transformed to grey.
Grooming For Best Results
For creating hyper-realistic 3D human, choose bold and properly balanced colors which complement each other and have high saturation levels. Prior to starting texture paint, it is advisable to try with various color combinations in Photoshop and conduct experiments with patterns and hues. Hair length should be essentially considered. If details painted are finer than hair length for longer hair, you may miss them while rendering realistic 3D face or the final image may have a nasty look.
Rendering Realistic Hair
In Maya polygon hair can be rendered perfectly in Arnold as its algorithm conforms to dimensional peculiarities of the human physique. Fur and hair rendering takes place faster. Custom 3D modeling becomes possible as the hair shader in Arnold allows coloring of root and hair tip which can be assigned the color map painted by you. Low weight and less glossy color is preferable for primary specular for reproducing light scattering within every strand. Light reflection occurs in secondary specular which is glossier and colored white with extra weight.
Keep reading our blog posts to know more about human hair rendering tips.