Website powered by

UE5 Project - Indigo Braids

Goal for this project was:
1) Creating custom metahuman using my own zbrush sculpt and testing the face rig
2) Simulated Xgen groom with custom guides for the braids and group ids allowing each part of groom to have its own physics settings
3) Hair shader tweaks to make ombre work and overpaint skin texture in substance painter

I tweaked the MH hair shader and made the ombre work for custom groom. The hair was exported from Maya in 3 ID groups. Different ID groups allow the groom (braids, base and fringe) to each have its own material and physics settings.

I tweaked the MH hair shader and made the ombre work for custom groom. The hair was exported from Maya in 3 ID groups. Different ID groups allow the groom (braids, base and fringe) to each have its own material and physics settings.

3 ID groups and custom guides for the braids from Maya. This was a lengthy process to learn. Resources from Andrew Giovannini and Leah McEwen are pure gold.

3 ID groups and custom guides for the braids from Maya. This was a lengthy process to learn. Resources from Andrew Giovannini and Leah McEwen are pure gold.

Test of the simulation. Each braid follows its one assigned guide.

I wrapped 3dscanstore texture around the model and created my own base colour with make-up

I wrapped 3dscanstore texture around the model and created my own base colour with make-up