

If you want to vary the global length of your strands: Increase it to around 0.29 to create the minimum space between one strand and another.Īt the end, you should have the character covered in strands. Under the Strands tab of our Grooming controller, there’s the parameter called Minimum Strand Distance. With the Scatter tool, you randomly instantiate strands on the character. Every strand controls several hairs called Fibers. Note: When using the Sculpting tool in Yeti, you create objects called Strands. Let’s start with the third Grooming Tool in the list: the Scatter tool. We have the add, remove, scatter, comb, cut tool, and so on.Īttribute Paint Tools are useful when you need to create specific attributes to use in your node graph, for instance.įinally, Workflow contains utility tools like flood fill, selection, deselection, mirror, etc. Grooming Tools allow you to sculpt your fur. This action opens the Grooming editor with the following tools.

In the outliner, select the Grooming controller and, in the shape tab of the attribute editor, click on the Edit Groom button. Let’s call the new entry the Yeti controller. For simplicity’s sake, let’s call it Grooming controller for the rest of the article.ĭo the same thing for the Create Yeti Node on Mesh action. This action creates an entry in the Maya Outliner. Select the character and click on Create Groom on Mesh. The first thing you have to do while starting with Yeti is to apply those two actions to your character. While the second one allows you to manage a graph and add nodes, which act like modifiers for your hair/fur and have several built-in functions.
#WHAT IS 3DS MAX SERIES#
The first one is related to the series of brushes you can use to sculpt your hair. The Yeti menu appears at the top of the screen and contains two essential items: You’ll see that Yeti is a mixture of a node-based graph and brushes. We’ll start from this character and build our Yeti nodes. Notice the presence of subsurface scattering on the character’s skin, in order to make him more organic and interesting. In this last example, I finished with a completely orange backdrop to better emphasize the contrast between warm and cool tones. I intentionally tried to use complementary colors-in this case blue and orange-to reinforce the composition and create harmony. Along with the character, I simply created some render scenes, just to test a few general lighting situations. I wanted to focus on a simple, cartoony creature that’ll be partially covered in fur. Here’s a character that I quickly modeled and rendered. The Character Our character without the fur.

(Note: We’ll cover shading in depth in a future tutorial.)
#WHAT IS 3DS MAX HOW TO#
In this article, I’ll teach you how to create fur on a custom character. I generally feel comfortable working with node-based tools such as Substance Designer or Houdini, because they give me more flexibility while revising and tweaking my nodes by keeping my work organized. That means, in simple terms, a non-destructive workflow, where every change is local and doesn’t impact the rest of the nodes. What makes Yeti different from XGen is it’s based on nodes. Yeti by Peregrine Labs is an amazing toolset for creating hair/fur, feathers, and procedural geometry. Nevertheless, there are other equally valid choices on the market and I wanted to explore more options for grooming. I’ve experimented with XGen for some time and found it really powerful. In Autodesk Maya, for instance, there’s a solution called XGen, which consists of several tools such as brushes, modifiers, sculpting layers, and more. These are common situations where you need to use a specialized software. Imagine a monster covered in fur, a man with a beard, or simply a wool coat with random hair scattered everywhere. Īs 3D artists, you’ve probably heard of several grooming solutions while working with 3D characters. If you’ve ever wondered how to enrich your 3D models with hair and fur, you’re in the right place! Here’s how.
