Realtime Hair in UE4 using Fibermesh and 3DS Max
Events
Subscribe:  iCal  |  Google Calendar
1, Jul — 1, Aug
San Diego US   19, Jul — 23, Jul
Torino IT   25, Jul — 29, Jul
Shanghai CN   3, Aug — 7, Aug
Vancouver CA   12, Aug — 17, Aug
Latest comments

Curious as to bipedal proportions, especially, as there seems to be good stylized, even with larger than life heads, eyes, yet they look "good". Is there a chart like there is for proper anatomy for drawing? It'd be great to see a comparison even though I realize there are many forms of stylized. I think that'd make a great article.

by QmisMan
3 hours ago

it's awesome

Your link to the Substance file on polycount is broken, the correct link is: http://polycount.com/discussion/comment/2294007/#Comment_2294007

Realtime Hair in UE4 using Fibermesh and 3DS Max
13 June, 2017
News

Character artist Tinko Wiezorrek has shared a thorough guide to realtime hair creation using Zbrush, 3ds max and Unreal Engine 4. All the resources mentioned can be found here.

Comments

Leave a Reply

1 Comment on "Realtime Hair in UE4 using Fibermesh and 3DS Max"

avatar
Alber
Guest
Alber

But, how do i bake the fibermesh hair normals in Xnormal, do i have to create that square plane out of zbrush and import it with the uvs already setup? You did not explained that. HELP, I’M STUCK.

wpDiscuz