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Hair Creation for Games [CGMA, Naky Solanki]

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Hair Creation for Games [CGMA, Naky Solanki]

Publisher
CGMA
Product Type
Video Course
Product URL
https://www.gameart.cgmasteracademy.com/courses/48-hair-creation-for-games
Author
Naky Solanki
Language
English, Eng subs
Duration
33:09
Release date
Oct 1, 2023
Skill level
3.00 star(s)
Project Files
Yes
Product Price
$599
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HAIR CREATION FOR GAMES

A 6-week course where students learn to master the art of creating realtime AAA hair for games.

MASTER THE ART OF AAA HAIR

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Creating hair can be a tedious and time consuming process till you see the end result. In this course,
you will be taught a generalized pipeline for hair evolved from the years of experience working on AAA titles like Control,
Ghost of Tsushima, Injustice 2, The Walking Dead, Layers of fear 2 to name a few.
Right from collecting references to the end presentation, you will be guided step by step that will prepare
you to confidently make your very own high quality hair for personal or professional practices.

You will be taken through the full process of planning your work, creating hairs in Xgen,
baking the hairs into textures, creating a hair asset, and finally putting it into Unreal Engine.
The class will contain both practical workflows and theoretical mindsets to help
you master the skills necessary for real-time hair creation.

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This course sounds like an incredible opportunity for anyone interested in diving deep into the intricacies of creating high-quality hair for games or other real-time applications! From gathering references to the final presentation in the engine, it covers a comprehensive workflow.

The breakdown by week seems well-structured, moving through each phase with clear objectives:


Preparation Stage: Setting the foundation by gathering references and sorting technical requirements is crucial. It's where the groundwork for the entire project is laid.

Sculpt Pass Stage: Creating the initial sculpt pass and understanding different levels of quality is vital. This phase likely focuses on establishing the basic form and structure of the hair.

Creating Textures: Texturing is an essential part of creating realistic hair. This week might delve into techniques for generating textures that complement the sculpted hair.

Card Placement Phases: This phase seems to involve the process of placing the hair cards, which are essentially textured polygons used to simulate hair strands. It's divided into two parts, likely covering different aspects of card placement and layering.

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Finalizing Stage:
This is where the individual hair strands come to life by adding personality and fine-tuning within the game engine, involving shaders, lighting, and overall presentation.

It's fantastic that the course covers both practical workflows and theoretical mindsets. Understanding not just how to create hair, but also why certain approaches are taken, is incredibly valuable.

For anyone aiming to create high-quality hair assets for games or real-time rendering, this course seems like a great opportunity to learn from experienced professionals who've worked on significant titles. The step-by-step guidance throughout the pipeline should provide a solid understanding for both personal and professional projects.