
Forgot to post this screenshot a while back, here's an experiment I did in Unreal Engine a bit ago! It's Renard but floofier! And it plays at 60fps WITH dynamic hair motion! Hoping for some time to play with this more once I've got my plate cleared.
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NGL, I would LOVE to see how you managed that; been slowly learning Unreal Engine myself, and that's kind of a thing I'm aspiring to do eventually in-engine.
I've seen a number of tutorials for fur on coats and the like, but managing that sort of look while maintaining performance always seemed a bit... beyond what the tutorials have shown. :S
I've seen a number of tutorials for fur on coats and the like, but managing that sort of look while maintaining performance always seemed a bit... beyond what the tutorials have shown. :S
Hey Firebreath! The hard part is getting the groom in the first place; importing to Unreal can be a real pain the first time, but once you know how it's done it's really not that tricky. I would check out a good set of grooming tutorials, whether through xgen, yeti, or ornatrix. I stick with xgen bc it's free for maya users. One of my favorite tutorials comes from Tarkan Sarim's Patreon. It's super cheap, but be forewarned, it's like 40+ hours of tutorial. Making CG grooms can be a bit more of an advanced/technical topic than other aspects of cg art, so just be prepared. Once you have a groom looking the way you want it in your modeling package, you basically have to run a python script to add some attributes to the curves and export an alembic to UE (Unreal's documentation on "Alembic Groom Import" has the script you need, for Maya at least).
Ah man, Maya... that takes me back. XD
Learned Maya 3 in school, way back in the day. Then, 3DSMAX6 in university... and now, "working" with Blender since it's free (and both Autodesk products are kind of outta my price range :S).
I remember how frustrating grooming was back in the day, and I don't expect it to get any better if you have to work with the same processes today (I'd hope they improved things since?).
I had figured that the UE stuff was done more in-engine, but apparently not quite. X3
Thanks for the info, I've jotted that down and will look more into those! :D
Learned Maya 3 in school, way back in the day. Then, 3DSMAX6 in university... and now, "working" with Blender since it's free (and both Autodesk products are kind of outta my price range :S).
I remember how frustrating grooming was back in the day, and I don't expect it to get any better if you have to work with the same processes today (I'd hope they improved things since?).
I had figured that the UE stuff was done more in-engine, but apparently not quite. X3
Thanks for the info, I've jotted that down and will look more into those! :D
Absolutely! And yeah, unfortunately there aren't any super good grooming tools in UE5 yet. Maya's a pain, but for better or worse is still industry standard. The good news is if you choose to go that route, they have a Indie license that is identical to the crazy expensive one for a fraction of a price--you just have to make under 100k a year.
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