Cinema 4D Hair Tutorial
Cinema 4D Hair Tutorial
Cinema 4D Hair Tutorial
While a plug-in such as Shave and a Haircut makes the hair-creating process a lot easier, the styling and rendering of realistic hair still remains an involved task for you and your computer. Luckily, we have some handy guidelines to help you follow this process, but we have to assume a certain degree of experience with Cinema 4D's most basic tasks, as well as some basic knowledge of the Shave Editor. We're using Cinema 4D R8.5 and Shave 2.5, though most things work similarly in any version. So, load in your favourite character model, find the head mesh, and let's start grooming
To find out more about Shave and a Haircut or Cinema 4D, visit [w] www.maxon.net. The character used in this tutorial is Fred, who has been created by Dutch animation studio Happy Ship. Fred is not provided as a download due to copyright issues, but you can use the characters Meg and Otto which come with Cinema 4D. Expertise provided by Bastiaan Hooimeijer, also known as Naam. Naam is an animator and character designer at new animation studio Happy Ship, from the cold northern regions of Groningen, the Netherlands. [w] www.happyship.com
Select the polygons of your character that should grow hair. Be generous with your selection because itll be easier to remove them than to create extra polygons later on.
polygon object will be created from your selection, which will be the scalp. Select it in the Object Manager and rename it.
options turned off to hide it from the renderer. Vertex Maps excepted, you can safely remove any other tag.
Normal Move tool in polygon mode) remodel the scalp slightly so it just about disappears below the skin. Dont bury it too deep.
Hair function. Cinema 4D automatically creates a Texture tag with a Shave material named after the mesh, a Shave Hairstyle tag, and a Polygon Selection tag.
object (with Shaves Add Gel Tag function), double-click it and turn on Collision Detection. Youre now ready to start styling.
Tutorial Creating lifelike hair
Styling tools
Using the Puff Roots tool is very good for making the roots stick out, which is important to prevent rendering artefacts. The Clump tool can be used on any part of the hair, not just the tips. And in case you inadvertently lose' some hairs because you've scaled them down too much, use the Pop Zero button.
Thanks to the Collision Detection, you can style the hair without it intersecting with the head. With the Shave Style Tag selected, click on Shaves Edit Hair button. Cinema 4D will freeze, and the Shave Editor will come up.
click the right mouse button in the viewport and move your mouse straight up.
case deselects all. Using the Shift and Ctrl keys, select the bottom-most row of hairguides.
Display options
You can use the [d] key to flick through display types possibly you need to look beneath the skin now and then. Also, if you want to concentrate on just the selected group of guides, press [i], [-], [i] to hide the other guides. Press [\] (backslash) to show all hidden hairs again.
and brush the hairguides downwards with the right mouse button. Switch to the Scale tool if you need to change their length.
of the hairguides, and other tools like Clump, to make more refined adjustments. Once youre fairly satisfied, select the next row of hairguides.
this, bottom to top, each time selecting a new cluster of hair and brushing them down and into shape. Make sure the roots stick out of the surface instead of following it.
separate from the main volume, press the [s] key to split it off. Conversely, you can use the [m] key to merge a group of guides back together.
with the sliders to the right. The viewport will respond in real time with an illustration of the effect.
needs the Frizz and Kink parameters to be quite small. Use Shaves Preview function for a rudimentary preview of the overall effect.
though, that for very thin individual hairs, you're going to have to increase their overall count in Step 12 on the right.
click the Hair Material to set the hair colours. Freds hair has a pinkish hue, with darker roots and yellowish Mutant Hairs.
the default is often enough. Keep Hair Depth set to at least 3, but increase it if you need softer, more transparent hair.
with the remaining settings. The parameters mostly speak for themselves. The Self-Shadow parameter can be used to make hair more solid.
placement of the hairguides. You can use the Knife tool to add more polygons, and thus hairguides, for something like a parting.
to further refine the hairstyle. The Preview function is now pretty close to the final rendering, so use it to your advantage.
Create a new standard material, and add a gradient shader to the colour channel. Were going to use this material as a proxy for where the model should have his bald spot.
the outside. That way the hair in the centre of the gradient will be the shortest.
to position the bald spot. Dont worry about it tiling over the rest of your mesh, because only the central gradient matters.
Tutorial Creating lifelike hair
from the Texture menu in the Object Manager. A new UVW tag will be generated and placed on the scalp object.
will reference the first UVW tag it finds to the right of itself, so make sure its the one you just created.
the Shave Material, and place the gradient in the Cut Length Map channel with the Paste Shader function, and render the result.
Create a Target Light, set its Shadows to Soft, 1 and duplicate it twice by Cmd/Ctrl-dragging it in the Object Manager. You now have three spotlights all pointing at a target Null. Rename them Key, Fill and Rim.
and the target so the Key light is the main lightsource, the Fill light fills in remaining dark parts, and the Rim light creates a nice silver lining.
advantage of Shaves shadow map generation. You can scale up the lights to make this easier to see.
actually illuminate the hair. Cmd/Ctrl-drag the tag this creates to the other two lights.
object to the scene. Create a Shave Shadow Material (File>Shave>Shadow in the Material Manager) and drop it onto the Environment object.
place and lit attractively. Undoubtedly, youll want to tweak the setup to make it really work, but thats up to you. Experiment all you like. cap