使用 Ornatrix、gFur 和 UE4 创建风格化的毛发-格伦·扬西-双语
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发布于 2024-11-8 18:33:35

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本帖最后由 晚来风急 于 2022-8-25 11:43 编辑

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Introduction
Hello! My name is Glen Yancey and I’m the Lead Character Artist for Lightyears from Home. In this article, we’ll take a look at Monty, the player’s friend and sidekick who will help the player turn resources found throughout the world into specialized equipment and weapons.

A major design element for him was to create a character resembling a "space palico" to help you along your journey! The fun and most challenging part of designing the characters was creating grooms for both of them.
介绍
你好!我的名字是Glen Yancey,我是Lightyears from Home的主角艺术家。在本文中,我们将介绍玩家的朋友和伙伴Monty,他将帮助玩家将在世界各地找到的资源转化为专门的装备和武器。

对他来说,一个主要的设计元素是创造一个类似于“太空宫殿”的角色,以帮助你的旅程!设计角色的乐趣和最具挑战性的部分是为他们俩创造新郎。

Tools Used for Grooming
Sam (our main hero) was relatively easy, as there are many tutorials and resources online to help with designing human hairstyles in XGen. Monty, however, was much more of a challenge. XGen turned out to be too difficult and buggy to make his fur, so we ended up going with a combination of gFur and Ornatrix as our solution. gFur is a plugin anyone can get on Unreal Engine Marketplace and is a fins/shells-based shader. Anyone familiar with Conker’s Bad Fur Day, Ratchet and Clank, or Shadow of the Colossus will be familiar with this style of fur rendering.

Ornatrix is a far more high-end tool that can create some truly amazing hair and fur styles and has an intuitive export feature with Unreal support. I followed a series of tutorials from CharlyTutors, a grooming artist who specializes in using Ornatrix. He documents all of his work and has very thorough guides on how to create various hairstyles and fur grooms for all types of characters.
用于修饰的工具
Sam(我们的主要英雄)相对容易,因为网上有很多教程和资源可以帮助在XGen中设计人类发型。然而,蒙蒂的挑战要大得多。事实证明,XGen太难制造他的皮毛了,所以我们最终选择了gFur和Ornatrix的组合作为我们的解决方案。gFur是任何人都可以在虚幻商城上获得的插件,是一个基于鳍/外壳的着色器。任何熟悉Conker's Bad Fur Day,Ratchet and Clank或Shadow of the Colossus的人都会熟悉这种风格的毛皮渲染。

Ornatrix是一款更高端的工具,可以创建一些真正令人惊叹的发型和毛发风格,并具有直观的导出功能,并支持虚幻引擎。我学习了CharlyTutors的一系列教程,CharlyTutors是一位专门使用Ornatrix的美容艺术家。他记录了他所有的工作,并有关于如何为所有类型的角色创建各种发型和毛发梳的非常全面的指南。
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The Workflow
The very first step starts by selecting a growth mesh and creating a Furball groom on top of it. This will generate a bunch of guides all over the growth mesh with fur interpolated between them sticking straight out. To tone things down a bit, the next step is to adjust the length of the fur guides.
工作流程
第一步是从选择一个生长网格开始,并在其上创建一个毛球新郎。这将在生长网格上生成一堆导轨,毛皮插值在它们之间,直接伸出。为了稍微调低一点,下一步是调整毛皮导轨的长度。



There are many features in Ornatrix that let you tweak how the fur will be displayed. Right now I have the length reduced to resemble something close to short fur.

The next step is to give the fur some basic direction. And Ornatrix has a very useful tool called Surface Comb which you can add to your modifier stack above the hairFromGuides modifier.
Ornatrix中有许多功能可以让你调整毛皮的显示方式。现在,我的长度已经减少到类似于短毛皮的东西。

下一步是给毛皮一些基本的方向。Ornatrix有一个非常有用的工具,叫做Surface Comb,你可以将其添加到hairFromGuides修饰符上方的修饰符堆栈中。



After applying the surface comb it’s as simple as just clicking on the Edit Sinks tool and then clicking and dragging on your growth mesh to start shaping the direction of your groom.

The next step is to create a distribution mask. You’ll want to mask out areas where you don’t want the fur to be generated. Eyes, mouth, nose, etc. To create a mask, select your hairFromGuides modifier and click the paintbrush icon next to the Distribution Multiplier slider.
应用曲面梳子后,只需单击“编辑凹槽”工具,然后单击并拖动生长网格即可开始塑造新郎的方向。

下一步是创建分布掩码。您需要遮盖不希望生成毛皮的区域。眼睛、嘴巴、鼻子等要创建蒙版,请选择您的hairFromGuides修改器,然后单击“分布乘数”滑块旁边的画笔图标。



This will open up a menu where you can select the resolution of your mask, its starting fill color as well as the path where it will be stored. Your mesh needs to have UVs for this to work.
这将打开一个菜单,您可以在其中选择蒙版的分辨率,其起始填充颜色以及存储它的路径。您的网格需要有UV才能工作。



You’ll now be able to mask out areas by painting either black or white on the mesh to remove or add fur generation. I chose to set the paintbrush to Constant so the distribution of the fur is set to either 0 or 1. There are options for symmetry as well so painting the mask can be done quite quickly. When finished, deselect the tool and the next step involves adding clump modifiers. This is where the groom really starts to take shape.
现在,您可以通过在网格上绘制黑色或白色来移除或添加毛皮生成来遮罩区域。我选择将画笔设置为常量,以便将毛皮的分布设置为0或1。对称性也有选择,因此可以非常快速地完成蒙版的绘制。完成后,取消选择该工具,下一步涉及添加团块修饰符。这是新郎真正开始成形的地方。



Adding a clump modifier will place a set amount of clumps all over the mesh. There are setting you can tweak to adjust the amount or clumping at the roots and tips, as well as a distribution multiplier that you can create a mask to remove clumps where they aren’t needed.

To more precisely tweak the clumps, select your clump editing tool and draw a selection around various areas of the mesh you want to adjust. Once you have a selection you can delete the clumps, adjust the clump amount, and then re-add them to the selection.
添加团块修饰符将在网格上放置一定数量的团块。您可以调整一些设置来调整根部和尖端的量或结块,以及一个分布乘数,您可以创建一个蒙版来去除不需要的团块。

要更精确地调整团块,请选择团块编辑工具,然后在要调整的网格的各个区域周围绘制选区。获得选区后,您可以删除团块,调整团块数量,然后将它们重新添加到选区中。





This will allow you to have finer clumps in some areas of the groom, while also having chunkier clumps in other areas. This only scratches the surface of how complex the clumping modifier can get so I recommend checking out Ephere’s YouTube channel as well as CharlyTutors for more specific walkthroughs to find the solution that works best for you.

The next step involves adding more clump modifiers and a noise modifier to give the groom a lot more realism and life to it. I usually only use 2 or 3 clump modifiers. At this point, it’s also a good idea to ramp up the viewport hair strand count to 50-80% so you have a better idea of how your final groom will look.

The final step involves the more manual and artistic tools, comb, grab, and length.
这将允许您在新郎的某些区域具有更精细的团块,同时在其他区域也具有更厚的团块。这只触及了结块修饰符可能变得多么复杂的表面,所以我建议查看Ephere的YouTube频道以及CharlyTutors,以获取更具体的演练,以找到最适合您的解决方案。

下一步涉及添加更多的团块修饰符和噪声修饰符,以使新郎更加逼真和生动。我通常只使用2或3个团块修饰符。在这一点上,将视口发缕计数提高到50-80%也是一个好主意,这样你就可以更好地了解你的最终新郎的外观。

最后一步涉及更多的手动和艺术工具,梳子,抓取和长度。



These grooming tools let you shape the hair guides manually by brushing them in the direction you want. The tools themselves are pretty self-explanatory with the comb and grab brushes moving the hair in the direction of your strokes and the length brush adding or subtracting fur-guide length based on the direction of your stroke.

With just these few simple steps you can create a very competent-looking groom in just a few hours!

For Monty specifically, I ended up creating 4 different grooms: A long fur section that is used for his cheeks and nape, a short fur section that covers most of his face and ears, an ear tuft section, and a whisker section. With all these grooms combined, we get a very fluffy boy!
这些修饰工具可让您按照所需的方向梳理头发导轨,从而手动塑造发丝导轨。这些工具本身非常不言自明,梳子和抓取刷将头发沿笔触方向移动,长度刷根据笔触方向增加或减少毛皮导轨长度。

只需这几个简单的步骤,您就可以在短短几个小时内创建一个非常称职的新郎!

特别是对于Monty,我最终创建了4种不同的新郎:一个用于他的脸颊和后背的长毛皮部分,一个覆盖他大部分脸部和耳朵的短毛皮部分,一个耳朵簇绒部分和一个胡须部分。所有这些新郎加在一起,我们得到了一个非常毛茸茸的男孩!







To export these grooms to Unreal you just select the top furBallShape object in the Ornatrix modifier list and then File>Export Selection. Choose Ornatrix Alembic as your export file type and make use of the Unreal option.

Once in Unreal Engine, you can import your alembic files into your project and add the groom components to your skeletal mesh of choice and bind your alembics to the mesh. While in Unreal you still have options to adjust the groom so that it looks exactly as you want.

The screenshot below is how Monty looks in UE4:
要将这些新郎导出到虚幻引擎,您只需在Ornatrix修改器列表中选择顶部的furBallShape对象,然后选择File>Export Selection。选择Ornatrix Alembic作为导出文件类型,并使用虚幻选项。

进入虚幻引擎后,您可以将 alembic 文件导入到项目中,并将 groom 组件添加到您选择的骨架网格体中,并将 alembic 绑定到网格体中。在虚幻引擎中,您仍然可以选择调整新郎,使其看起来完全符合您的要求。

下面的屏幕截图是Monty在UE4中的样子:




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