Tim – Pt 09 – Vertex Groups, Particle Hair

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Tim – Pt 09 – Vertex Groups, Particle Hair

hello and welcome to part 9 of the Tim Burton style character series this is David Ward and when last I left you we had just painted up the textures and everything for for a little Tim here and create an eyeball texture and everything there’s a couple things I want to do before we jump into the hair but these won’t take long so um this being more of a trying to go for it like a claymation feel we should give the skin tone a little bit more texture as far as like touch text or physical tactile texture so a little bit of a bump map because now if you see if we go ahead and just do a quick test render here only let me go ahead and set the camera up with a target there so it’s a little easier to navigate in our scene so just create an empty and then grab your camera shift select that empty ctrl T track to constraint now when we look at the camera we can easily rotate it around where we need it to go so let’s just do a quick render here just so you can get a feel of what it’s looking like and it looks okay it’s pretty smooth so what I’d like to do in order to give it more of that claymation clay made out of clay type of look is give it a little bit of a texture and by texture like I said before a tactile bump map texture so let’s jump in here to our materials and go ahead and add one new one there and it’s going to be clouds so we’ll just name this one Tim rough there we go okay and then on our colors it’s going to give it a color ramp and set this black all the way up to 1.0 there we go and let’s change the contrast down to say 0.75 okay and we’ll collapse that guy another clouds let’s set the size way down point zero one so it’s just like a nose map essentially but we’re going to set the depth up a little bit to five okay and then going to collapse that one and under mapping go and change the coordinates to UV so it Maps it nice and flat across there and we don’t want it to do the color we want it to do the normals now if we render it now it’ll look very rough like it’s made out of concrete or something so we don’t want that so let’s set the normals way way way down to about point zero five so now when we render we’ll be able to see a tiny bit of a rough surface there and that I that even might be a little bit too much there so let’s go ahead and escape out of there and let’s set the the normal amount even further it’s go trip let’s try point zero three and we’ll do a test render of that believe that’ll look about right we’re going for a real subtle look and I think that I think that will work so point zero three on the geometry normal settings and then the mapping set to UV and clouds zero zero one depth of five so there we go okay now one other thing you might be noticing right now is the shadow being thrown across the eyeball here is very pixelated very squared off so we don’t want that because obviously it’s not very natural so let’s escape out and there’s a couple of things we can do to modify that let’s grab our lamp go to our lamp settings and under the buffer shadow settings let’s set the bias to point zero five and that really won’t help the eyeball right now but that’ll help when we add the hair here shortly the smaller the bias you have there the more strands of hair you’ll be able to see so it looks a lot better if you set that way down okay so to help adjust that shadow let’s set the softness I’ll leave the softness at three set the size to 4,000 and then the samples will bump that up to four and the sample buffers also up to four now you can do the same thing on this other lamp if you like I’ll go ahead and do that but since it’s more of a fill light the shadows aren’t going to be as dark and it won’t be as noticeable so if we look through a kami you can see that the shadows being thrown in this direction you can’t really even see them so so honestly let’s just leave that as low as low as we can because if we make that any higher it’ll take it a little bit longer to render and as we all know we all want everything to render faster not slower so ok now another thing we can do is grab the eyeball itself go to our material settings and for the white the eye white pupil or iris settings we need to give this a subsurface scattering so let’s collapse that and go and turn on subsurface scattering there go and expand out the panel and let’s set it to cream okay so be like a creamy creamy eyeball delicious okay now let’s change right now it has a

very very very slight yellowish tint we don’t want that if anything we want a slight bluish tint so let’s just bump that cursor dot right over to or towards the blue side okay and let’s set the scale down to about let’s make it pretty much as low as we can go and still have it so let’s try point zero one and that might be a little too high but we’ll try that for now and then everything else should be okay right here under the RGB radius this goes RGB so this number on the top is red then green and blue so what we want to do right now it’s going to give it a more of a red tint so and this is the like if we had the light behind the eye the light that would show around the the edge of the eye so let’s set the red down to say five and then the green and we can make that let’s make that let’s make that six and then the blue will make eight so it’d be a slight purplish bluish tint there so okay so now that we have that set up when we render now there’s the what rendered before when we render now that should be more smooth like on this side ball here now they both have the same texture but like the other lamp is the energy is not as strong so the shadows not as strong either so now when we render I’ll go ahead and pause recording okay there we go didn’t actually take that much longer but as you can see that shadow is a lot smoother now on the eyeball still look about like they did in the skin tone or the skin looks a little more you know rough to the touch so one other thing I want to do before we get into the hair is on the eyeball the pupil is really small so I want to make that a little bit bigger so let’s escape out of that view and let’s grab this first eyeball here go to our object data and well yeah I’ll go ahead and do this let’s create a shape key for it but first of all us let’s go into edit mode and let’s hide the lens so it’s not in our view that’s not it there we go go ahead and hide that and let’s select the the vertices around the pupil area right there and let’s go and select that one on the back row as well okay so this is going to be our basis so let’s go ahead and scale this up make sure we have our proportional editing turned on there we go connected and actually I don’t want to accidentally scale up the the edges of the iris so let’s go and select those edges and go ahead and hide them and then we’ll select the these loops here again I can get in there deselect there we go and then we’ll look through a front view and let’s scale that up or the ire the pupil is a lot bigger I just realized my screencast keys are it on sorry about that hopefully I didn’t do anything that you’ll have questions on okay so we got our pupil quite a bit bigger now if we well if we were to render let’s tap back in edit mode so we can actually see it as unhide everything and then I guess we’ll hide the the lens again you can see that the pupil is quite a bit bigger now so that’ll look a lot better now with the shape keys what if our character is in the dark you know he’s inside the house or something and then he goes outside and the bright Sun hits him in a face we want to be able to animate his pupils so let’s go ahead and create let’s have to come out first go ahead and create one more shape key there we’ll call this one pupil small okay then we’ll tap back in and just kind of be like we just did select those two edges there and go ahead and scale them down if we keep our fall off on our proportional editing small enough we don’t have to worry about you know selecting the outer edge there so let’s go ahead and set those set that fairly small but like so okay then we’ll tap out and one thing we can do so that we can see the people and everything through our transparent lens there is on our object settings right here come down here turn on transparency and then since we have that that lens set to be a hundred percent alpha it goes ahead and makes it transparent here so now we can see our pupil effect in effect so there we go so just like or you know like when the something serious happens like oh no you know whatever so anyways let’s go ahead get rid of this other eyeball and just go ahead and grab this one and we’re going to shift the duplicated over and get it lined up but right there okay and while we’re at it let’s go ahead and since we got the eyeballs pretty well completely done let’s go ahead and name them we’ll call this one eyeball dot L for eyeball left and then this one eyeball dot R for the right side okay so

now we are pretty well ready to go ahead and start working on the hair the first thing we want to do to create the hair is tell it where we want to put it or tell blender where we want to put the hair on our model so let’s grab our Ted model and go into edit mode and we’re going to create a vertex group you know while we’re in here I guess we can go ahead and get rid of that that shape key for his eye closing there and don’t even need the basis anymore now so okay ah vertex groups so let’s create a new one and we’re going to call this one hair oops hair underscore scalp you can name it whatever you want but I like to give them scalp not X out X kelp come ons s there you go okay I like to give them descriptive names so you see here okay that means it’s a particle system and scalp okay that’s on his head so let’s go in here and select all of these vertices that we want to have or to be covered in hair so keep in mind that the particle system will will map to the vertex and around it so for example say this vertex right here this particular one right there it’ll put hair on all the faces around that so since we don’t want hair going just willy-nilly we have to select you know the face or the the vertices how can I explain this we want to leave a border between the selected vertices and the non-selective because like for right here we want to put sideburns on them but we just want it to be you know around these faces right here so I’m just going to only select these two vertices right here so it’s going to put the hair around them as you can see so if I was to select all of these it would put the hair on these faces as well we don’t want that so so let’s select those two and then on the top of the head let’s go ahead and select these two right there and I think that’ll be good so now we’ll go ahead and assign those vertices to this vertex group and if you want to see kind of what it’s going to look like you can go to our or white paint mode and you can kind of see where the scalp is going to be and you know what we don’t really need this window open anymore so let’s just go ahead and merge those together okay so that’s going to be for our head and while we’re at it let’s go ahead and create one for the eyebrows so let’s go ahead and create a new one I’ll also call this one here underscore brows okay and then let’s come out of a weight paint mode into edit mode and same thing on on the on the vertices for the the eyebrows we don’t want to select like I want to put them right here in this row but I don’t want them up in here and I don’t want them in here but as we have very limited choice there let’s just go ahead and select these guys here and then we’ll go ahead and assign those okay and then if we go into weight paint mode you can see now that looks okay the eyebrows will go in under the red space there so there’s the scalp and there’s the brows so all right so we’re ready to go ahead and start putting the actual particle here and we go ahead and save and we’ll go to our particle system over here go ahead and add a new one and we’ll go ahead and rename it to hair scalp and then maybe copy that name and paste it into there there we go change it to a hair the type to here and go and set the Advanced tab there now if we’re going further let’s go ahead go all the way down to our vertex group section right there and under density click in there and choose hair scalp it’ll only put this particle here there on that vertex group okay so now we can change some of the settings up here to get it a little shorter for example under velocity we change the normal – let’s try 0.25 and that’ll make it quite a bit shorter it’s still a little bit too long so let’s make it let’s try 0.15 and I think that’ll work okay so let’s go ahead and set a few other things up which wouldn’t collapse that guy collapse that guy collapse that render we need to go ahead let’s go ahead and create a new material for it we’ll go to our material section and create a new slot for material and say new and we’ll go ahead and name this one Tim hair okay and under diffuse we can just set the intensity all the way up to one we don’t need to worry about the color right here because we’re going to give it a blend

texture map for that but we do need to mess with the actually with the preview still available we need to change the specular so let’s set that to about 0.25 and then the hardness to about 30 okay and let’s go to our texture settings here scroll up here create a new one and we’re going to go to blend and then go ahead and turn on colors expand that one that little guy there turn on ramp and since the black left sides already chosen let’s go and click on there set the Alpha all the way up to 1 and this is going to be a very dark blue very dark purplish blue so let’s set it to about maybe right there a little bit darker okay and then the this one’s going to be more of a bright bluish tone maybe a little bit greater about like so and let’s on the preview let’s go and set it to both and then change the type of preview to the particle here okay so you can see right now it’s fading from the left to the right we don’t want that we want it to fade from the bottom to the top so it would be darker at the bottom blending to the lighter at the top so going to collapse that guy collapse that guy and under mapping change that to a strand slash particle there you can see it it does it a lot better okay so that’s pretty well all we need to do here in the texture settings let’s go and change the name of this – Tim hair blend okay and then go to our material settings and now we need to change some of the things in here it’s going to collapse that and under strand since it’s going to be like a claymation type of character I also want the hair to kind of look like it’s made out of clay so let’s set the tip all the way down so it’ll it kind of thins out to the tip and then the route let’s make that really big let’s make that five so you can see here it looks more thick at the bottom you know gradually you know fading out to the to the small tip okay so we got the material pretty well set up let’s go back to our particle settings and we need to tell the render since we’re since this new Tim here is the second second material on our model here we need to tell the particle system to use material number two so it will use those blue ones okay so now let’s go ahead and set up the children’s settings right here change it to interpolated okay and you can see it looks like he’s got kind of got an afro thing going on now but one thing you can do under here under the children to make it look more claymation style or I say claymation made it like it’s made out of clay change the clump all the way almost all the way up to 1.0 we’re going to make it point nine five just slightly off there and a little more spiky now let’s give the shape a little bit point two five maybe okay kind of rounds it out okay so let’s go and just do a quick test render just so you can see what that’s kind of looking like let’s zoom out our camera and then move the target up there let’s go ahead and save and I’ll do a quick test render and you can kind of see what it’s looking like now go and pause recording so you don’t have to sit and wait for it okay so that’s done it took a couple of minutes to render that the the material we set up isn’t really behaving like I expected it to so I might have to play with that a little bit and figure out why it’s not working like it should but in the meantime the reason this took so long to render is if we go and escape out grab our model again and we’re under the particle settings under render if you change it to strand render and then b-spline set the steps up a little bit to five okay it’ll render quite a bit faster so let me go ahead and render this one out on it and you see right last time it took two minutes and 11 almost 12 seconds so with that set two strand render and b-spline we’ll see how long it takes now so again I’ll pause recording and I’ll be right back okay and you see that took less than half as long to do it took two minutes 11 12 seconds before this time it only took 40 almost 49 seconds so that’s the the strand render and b-spline really really make a big difference on rendering times so again I’m not sure what’s going on with the material like I said I’m us with that after a while but for now let’s go ahead and start styling the hair because you know anyway don’t want to have an afro I mean if you’re making a character that has an afro you know go right ahead and leave it as is if you like but I’m going to go ahead and comb it a little bit so let’s go to our particle mode okay and now we’re going to grab our comb and go ahead and just start combing now one thing I noticed on my model here let’s go back to our

modifiers is some reason I have the subdivisions the view set to 2 and the render to 1 that needs to be the opposite let’s set the views to 1 and the render to 2 so there we go and it’ll be a little easier to comb now that we have fewer polygons to to count to to construct they’re on the fly so just kind of comb this as you see fit I’m just kind of gonna give him a just a generic sloppy haircut not sloppy I guess but just kind of just I don’t know how to describe it just just a general male men’s haircut ok now one a one way you can get a better idea of what this is going to look like once you get it combed out the way you want is go ahead and over here you can turn on children right there and right now is like oh well the hair looks too short compared to the guides well we need to set the path steps up so if we set that to 2 boom fills out all the way ok so now you get a better representation of what this is going to look like once we render it so let’s kind of just get a good hairstyle going on here and then we can kind of tweak it once we kind of get it going away we want so I want to change the length of the sideburns so I’m going to get the cut tool right there make it a little smaller and just run it there along the ear and there we go now we got sideburns instead of that long lengths of hair there in front of his ear so kind of comb that up and maybe slick this back a little bit more okay so let’s start to look all right I’d like to make the the front top a little bit longer so I’m going to go to the length tool right there and set the strength down a little bit and we’re just going to run that over the link there and you can see it’s it’s growing it out so it kind of give it more of a Tim Burton style hairstyle like if you saw Batman Returns this the hairstyle that Christopher Walken had is kind of kind of crazy oops okay so sometimes it’s hard to get a good visual of what this is going to look like because you’re seeing all of the hair even the back of it when you’re looking it’s got the x-ray type of setting on it so what we turned that off is right here limit selection to visible go and turn that off and you get a better view of what that’s going to look like so and one other thing everything is behaving pretty well right now but say you’re in here and you’re trying to comb it and give it a nice a nice part there there’s a couple of things you can do you can create two separate vertex groups like we created the whole the one for the whole scalp but you can create a couple of them and use two different particle systems for each side of the head but you don’t have to do that like say for example I want to bring this this one section of hair down but if I use this comb tool and just grab it it’s going to move everything around it so what we can do is go to right here particle select and display mode right there where’s just the tip and then you can just right click right there on that one tip and just drag that one section of hair down so this can give you a lot more control over areas giving you precise precision control where you don’t have to select everything around it this could also work say if you’re creating like a little kid and you want to give them you know a big double crown cowlicks type of thing you just grab one one hair or the one-particle and just drag them up instead of having to grab the whole group and then just try to mess with it anyways so start now starting to take shape here let’s go and just grab that whole group there and if you want to get a better smoothness here while you’re combing and everything you can come down here and under the since we had to set the steps up to a two to be able to see the preview all the way to the tip so you can keep setting that up and you can see it smoothes it out even more so give you a better idea better ideas of what it’s going to look like are always good so it’s going to select that one tip there and drag it a little further down as you can see

blender likes to double up the tip sometimes like you think you’re grabbing one and then you move it and there’s one right underneath it so make sure you’re grabbing all of them when you’re doing something like that okay so that’s looking alright they puff it out a little bit more there I’m going to grab the original a path select rather than just the tip I’m going to puff these out just a little bit right there okay all right I think we’re ready for a test render just looking okay I’ll go into a test render and then and then I’ll play with the the material problem that we were having and then when I find out the solution all I’ll come back but we’ll go into a test render here real quick so let’s go ahead and save this go and render that out now pause recording so we don’t have to wait on it be right back okay so now we can see what that looks like with being combed and everything and it’s a little a little rough we might smooth that up a little bit but I think it’s looking okay for now like I said I’m gonna I’m going to play with this and see if I can’t figure out why that’s not the material that we created is not mapping properly so stand by I’ll be right back okay once again just like on the the bump map painting earlier and earlier part I can’t figure out why this is not working it might have something to do with the screen recording software making it making it behave differently or something I don’t know but I know it worked when I was playing with it before with that before I was recording so anyways what we can do is just change the diffuse color to that grayish blue that we’re going for like so a little darker okay so let’s do a quick test render of that make sure that’s going to look good button pause recording so we can see it when it’s done and obviously I need to go ahead and I guess turn I just go ahead and get rid of that texture all together so just be the solid blue and before I render again the styler here is kind of bugging me let me go ahead and jump back into particle mode and comb that up just a little bit better set the strength down some about 0.5 and let’s bring those bring some of this hair down over this face a little bit better let me make the brush a little bit bigger there we go coming through his eyebrows there it’s not good okay also one thing we can do to make it look a little bit better just going to bring the back of it down some to is to grab the smooth and let’s set the strength way way down about 0.35 or so set the radius a little higher and just gently brush over that and it will take away some of that you know feathery look we’re going to go and comb it back into place a little bit more okay you can sit there and play with it for however long you have patience for and get it to look the way you want whatever hairstyle you’re going for so think I’m going to call that good on the hairstyle and let’s come back to object mode one thing I want to make sure I’ve done on the particle system is under render or set the yeah there we go under render if you change the random all the way up to one it’ll give your hair a little bit well there we go let it stay there’s wireless mouse any I guess I need to get a new one anyways that’ll make it look a little bit better if you hit the random link so it’s not all the exact same length and then let’s set the shape here to a little less like that and then maybe the clump a little less 2.85 and since we’re using the strand render in the b-spline we can set the amount of children up right now it’s rendering 100 per every one strand you see if we turn off or if we display zero you can see it’s going to render 100 strands for every one strand you see here so let’s make it a little thicker

let’s try 250 and that will give us a little bit thicker hair so while 30 minutes apologize for the length of this one – I think we covered some good material though so let me go and set this up one save and I’ll render it out and and we’ll call this one part 9 done so let me go and render and I’ll be right back ok so now we got a pretty acceptable looking head of hair there some of the settings oh by the way I figured out why the material or the texture wasn’t working so I went ahead and added it back on there and the problem was is the specular level was set to white and the intensity was was well the intensity didn’t matter but the hardness was too low so it was giving it a very non glossy feel so as distributing the the white gloss across way too big of an area if that makes sense so I change the specular to a a nice purplish color and set the hardness way up to 80 and as you can see now it works okay so there we go that’s going to be it for part 9 sorry this one took so long part 10 we’ll jump into the eyebrows and then maybe start working on some clothing items so thanks for watching and I’ll catch you in part 10