Digital Tutors: Maya Shave and a Haircut

This is another plugin which we need to load in plugin manager, called shave.mll. To start, select the faces which we want hair, go to shave – create new hair.

1) The brush tool allows us to intuitively shape the hair by combing. There are many modes to play with.

2) There is an undo button on the shelf for shave. We can’t really use ctr-z.

3) We can lasso select hairs to just affect those areas. We can also split hairs up so there is no interpolation between them, good for certain hairstyles.

4) Cut tool is even faster than scale to get the shape of hair you want.

5) Guide selection tool is something like the selecting the CVs of the curves, which allows us to just affect certain parts.

6) Pop hair allows us to get back hair that we may have scaled to 0.

7) Attenuate allow us to save time for shaving hair for a new character, since it create shorter hairs on tighter surfaces.

8) Shave and haircut is resolution dependent. In production we should grow hair on a lower resolution model instead of a smoothed one.

9) If we already have a sketch to follow, we can style by using curves, just like in Maya hair. Select the curves you made and the hair, go to edit current – comb using curves.

10) ShaveHairShape node contains everything we need to tweak the look of the hair. Even texture maps are allowed, so go crazy! The workflow preferred is to tweak the colors without lighting in the scene, then add a light and solve specular and shadows.

11) There is a slider for ambient/diffuse ratio, which we need to tweak according to our lighting in the scene. Sometimes we might want more ambient and let the scene determine the shadowing.

12) Hair count and passes will determine how beautiful the result will be, at the cost of render time.

13) Cut maps resolve edge problems. We can create cut maps using the UV layout of the character. White (value of 1) cuts the hair away. We can soften (blur) the edges with this method.

14) We probably need to plug our displacement map for the character to the hair if it does affects, especially facial hair for bloated characters.

15) Multi-strand is good for spiky hair. Frizz makes the hair less geometrical. Kink curls them.

16) To use dynamics, we need a cache directory. Create that in the globals and activate dynamics. Then edit current – update collision mesh. We might need to run dynamics on current node.

17) A cheap way to make hair move in the air without dynamics is to use frizz animation.

18) Works well with mental ray. We just need to look out for settings in Shave globals to enable certain attributes. Also works for passes.

19) The SP (spline) presets are great for bangs and ponytails. We can make bangs just by drawing the curves.

20) The shave system also allows us to instance objects onto the hair. We could make some weird environment or microscopy.

21) By setting up textures in cut maps and linking it to a UV set, we can do things like bristles for a toothbrush.

22) To save a hairstyle, go to edit current – convert – guides to curves. When we need it, just go to edit current – comb using curves.


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