Realtime Hair in UE4 using Fibermesh and 3DS Max
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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:

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

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.


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


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.