3ds Max 2010 Essential Training
Illustration by Maria ReƱdon

Modifying hair and fur


3ds Max 2010 Essential Training

with Steve Nelle

Video: Modifying hair and fur

With believable hair and fur being fairly common these days on most animated characters, 3Ds Max has incorporated a handy little modifier to get the job done. Let's take a look at how it works. This is a file named Hair Modifier. Let's go ahead and select the object and get into the Modifier List. Under the World-Space Modifier category choose the Hair and Fur. Now it's pretty easy to see the changes made in the scene. Let's go ahead and render the Perspective View real quick.
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  1. 5m 30s
    1. Welcome
      1m 0s
    2. How to use this title
      1m 59s
    3. Using the exercise files
      2m 31s
  2. 25m 1s
    1. Getting a handle on the production process
      4m 32s
    2. Understanding the importance of traditional art concepts and principles
      3m 13s
    3. Using reference material
      2m 46s
    4. Understanding 3D space
      3m 51s
    5. Improving your workflow
      4m 45s
    6. The built-in help system
      5m 54s
  3. 31m 25s
    1. Getting to know the interface
      5m 54s
    2. Getting around in the viewports
      10m 39s
    3. Controlling how 3ds Max measures
      3m 5s
    4. Customizing the interface
      7m 13s
    5. Useful right-click commands
      4m 34s
  4. 25m 45s
    1. Starting a new project
      5m 10s
    2. Opening, importing, and merging files
      5m 57s
    3. Saving and exporting files
      7m 6s
    4. Holding and fetching files
      4m 24s
    5. Summary info and object properties
      3m 8s
  5. 1h 24m
    1. Selection techniques
      8m 23s
    2. Naming objects
      3m 23s
    3. Reading the Transform Gizmo
      5m 0s
    4. Moving objects
      13m 33s
    5. Rotating objects
      6m 44s
    6. Scaling objects
      6m 13s
    7. Coordinating systems
      10m 8s
    8. Understanding pivot points
      6m 35s
    9. Hiding and freezing objects
      4m 57s
    10. Making copies
      13m 20s
    11. Grouping objects
      6m 41s
  6. 1h 22m
    1. Creating standard primitive objects
      19m 3s
    2. Creating extended primitive objects
      12m 39s
    3. Creating shapes
      12m 7s
    4. Creating lines
      9m 3s
    5. Creating architectural objects
      11m 0s
    6. Project: Creating a car axle and wheels
      18m 37s
  7. 1h 31m
    1. Extruding objects
      8m 33s
    2. Lathing objects
      9m 7s
    3. Lofting objects
      10m 54s
    4. The Boolean commands
      6m 45s
    5. Box modeling
      8m 43s
    6. Building a chandelier with box modeling
      7m 59s
    7. Paint deformation
      9m 39s
    8. Patch modeling
      10m 4s
    9. NURBS modeling
      13m 33s
    10. Surface normals
      6m 36s
  8. 31m 55s
    1. Building the stand
      6m 49s
    2. Building the motor housing
      3m 16s
    3. Building the fan blades
      6m 36s
    4. Building the fan blade cage
      4m 38s
    5. Adding the electrical cord
      5m 54s
    6. Adding the hardware
      4m 42s
  9. 49m 56s
    1. Understanding sub-object types
      3m 48s
    2. Selecting sub-objects
      7m 9s
    3. Converting or using a modifier
      4m 9s
    4. Transforming sub-objects
      7m 18s
    5. Using 2D sub-object modeling commands
      7m 4s
    6. Using 3D sub-object modeling commands
      12m 38s
    7. Ignoring backfacing
      4m 44s
    8. Making soft selections
      3m 6s
  10. 1h 10m
    1. Understanding the modifier stack
      3m 25s
    2. Working with the modifier stack
      4m 35s
    3. Understanding modifier order
      4m 4s
    4. Applying modifiers in the middle of the stack
      6m 26s
    5. Copying and pasting modifiers
      5m 20s
    6. Collapsing the stack
      8m 43s
    7. Using freeform deformation modifiers
      7m 18s
    8. Using the flex modifier
      5m 12s
    9. Using the lattice modifier
      5m 49s
    10. Modifying hair and fur
      7m 43s
    11. Using modifiers that reduce geometry
      6m 14s
    12. Applying modifiers at the sub-object level
      5m 56s
  11. 2h 29m
    1. Building materials
      3m 54s
    2. Understanding the material editor interface
      5m 15s
    3. Controlling the main body color
      5m 0s
    4. Adding and controlling shine
      4m 6s
    5. Controlling transparency
      3m 26s
    6. Using self-illumination
      3m 17s
    7. Applying materials
      7m 13s
    8. Retrieving a scene material
      3m 50s
    9. Designing a complex material
      7m 31s
    10. Creating rough surfaces with bump maps
      8m 19s
    11. Using reflection maps
      7m 24s
    12. Using opacity maps
      7m 51s
    13. Editing maps
      11m 53s
    14. Building a multi sub-object material
      10m 30s
    15. Taking advantage of material libraries
      8m 15s
    16. Mapping coordinates
      12m 32s
    17. Using sub-object mapping
      7m 53s
    18. Using the UVW unwrap modifier
      10m 58s
    19. Using Photoshop to edit maps
      8m 0s
    20. Applying materials to an oscillating fan
      11m 55s
  12. 1h 19m
    1. Comparing real-world and computer lights
      3m 20s
    2. Identifying the types of lights in 3ds Max
      6m 43s
    3. Applying omni lights
      6m 46s
    4. Using spot lights
      10m 11s
    5. Controlling shadows
      10m 12s
    6. Adjusting how far a light shines
      8m 41s
    7. Excluding objects from light
      4m 8s
    8. Using projector lights
      6m 6s
    9. Setting light volume
      4m 51s
    10. Setting global illumination
      5m 52s
    11. Lighting a scene
      12m 42s
  13. 57m 23s
    1. Comparing real-world and computer cameras
      1m 17s
    2. Identifying Max's camera types
      9m 51s
    3. Camera viewport navigation
      5m 59s
    4. Changing a camera's lens length
      3m 36s
    5. Controlling focus with depth of field
      4m 46s
    6. Applying motion blur
      8m 34s
    7. Using clipping planes
      3m 21s
    8. Activating a show safe frame
      5m 3s
    9. Putting a camera on a path
      11m 6s
    10. Locking a camera onto an object
      3m 50s
  14. 1h 46m
    1. Understanding the principles of animation
      5m 41s
    2. Understanding the animation process
      2m 29s
    3. Controlling animation
      5m 14s
    4. Animating with auto key
      8m 42s
    5. Animating with set key
      10m 58s
    6. Moving keyframes
      8m 26s
    7. Copying keyframes
      5m 21s
    8. Deleting keyframes
      5m 39s
    9. Using the Dope Sheet
      9m 15s
    10. Using the Curve Editor
      12m 29s
    11. Linking and unlinking objects
      10m 6s
    12. Animating an object along a path
      13m 44s
    13. Animating an oscillating fan
      8m 51s
  15. 43m 45s
    1. Rendering techniques
      8m 10s
    2. Using active shade
      5m 25s
    3. Creating previews
      4m 23s
    4. Using the RAM player
      5m 49s
    5. Saving a rendering
      5m 24s
    6. Loading background images
      7m 18s
    7. Using mental ray
      7m 16s
  16. 31s
    1. Goodbye

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Watch the Online Video Course 3ds Max 2010 Essential Training
15h 36m Beginner Nov 20, 2009

Viewers: in countries Watching now:

In 3ds Max 2010 Essential Training, instructor Steve Nelle provides a thorough introduction to the techniques needed to take an animated project from start to finish. Steve provides new users with everything they need to know to get up and running, while offering experienced users plenty of tips and tricks they can apply to improve their productivity and workflow. He walks through the program's newly designed interface, details how to create both simple and complex objects, and shows how to bring things to life through a variety of keyframing techniques. Exercise files accompany the course.

Thanks to PhotoSpin.com for use of their photos in this course.

Topics include:
  • Moving, scaling, and rotating objects
  • Creating detailed models using a variety of modeling techniques
  • Working at the sub-object level with both 2D and 3D modeling commands
  • Building and editing realistic materials
  • Setting up lighting and shadows for a realistic look
  • Understanding the principles of animation and applying them to a scene
3D + Animation
3ds Max
Steve Nelle

Modifying hair and fur

With believable hair and fur being fairly common these days on most animated characters, 3Ds Max has incorporated a handy little modifier to get the job done. Let's take a look at how it works. This is a file named Hair Modifier. Let's go ahead and select the object and get into the Modifier List. Under the World-Space Modifier category choose the Hair and Fur. Now it's pretty easy to see the changes made in the scene. Let's go ahead and render the Perspective View real quick.

As you can see, it's pretty straightforward applying hair to an object. Let's see if we can limit the hair to being only on the top half of the surface. To do that, we'll close the render and then open up the Hair and Fur modifier. At the sub-object level, click on Polygon. What we are going to do, in the Front view, we'll select the top half of surface as a series of polygons. Once you've done that, you will want to go back to the right-hand side and click on the Update Selection button, in the Selection category.

This basically signals to Max that we'd now like to reposition our hair only to the selected polys. With the change in place, let's render again. Now as you can see things are still a little bit patchy in the front. If you want your hair to be a little thicker, you can change the number of hair strands. To do that, on the right-hand side we'll right-click in the Modify column and we'll then from the list choose General Parameters. This just gives us a quicker way to drop further down in the Modifier commands. The very top setting in the General Parameters has our Hair Count set to 15,000.

Let's changed that to 50,000. Once you lock that in, let's render again. In as much as the majority of the patches are filled in, to save ourselves a little render time for our demonstration, let's back that Hair Count number down to its original 15,000. So we can then have a baseline reading from which to work from, let's render again. You can also control the color of the hair under Material properties.

Let's take our Tip Color to a bright green then render that out. Now let's take our Root Color to let's say a dark navy blue and then render again. Up against the lightened surface, you can now see the dramatic affect that changes made. Now if you ever find yourself in a situation where you'd like to add little aging into the hair, you can do that using a setting called Mutant. Controlling both the color of the aging and the amount. To get a good idea of how this works, let's first of all change both the Tip and Root Color of the hair to black.

Do you see the white that we were picking up on the right-hand side? That's actually because the material has been setup to have a little shine. To eliminate that white shiny area, you'll go below the Tip and Root Colors and then take the Specular level down to 0. Once you have done that, let's render to see what that change has done. So there is your pitch black tuft of hair. This thing about aging the hair. You'll want to go to the Mutant controls above Specular and off to the right let's change the Mutant % to let's say 25.

This basically blends a little of the Mutant Color into the black hair strands. If you want the whitening effect to be a little more prominent, take the Mutant % to 50. And you can see what that's done. There is also a handful of preset styles and types that you can choose from. You are going to find those in the section called tools. In that category about halfway down, we have a control called Presets. Let's go ahead and click on Load. Okay, there you go. 13 different preconfigured hair styles that you can pick directly from your list.

Let's try the one on the bottom lower left called fuzzy brown. We can render again and take a look at how that's turned out. Let's try another one. We'll go back in the Presets and this time we'll go the top row, second from the left, let's choose tall grass. So this would work great in example or maybe you're creating an outdoor scene where you have a lawn somewhere within view. Let's try one more.

This time we'll again stay on the left-hand side, second row. Let's choose redscraggle. Now again, we are getting a little white on the right-hand side being caused by the Specular setting on the hair material. Let's go back down in the materials and lower the Specular value to 0. See the difference that's made? Now if things get little frizzy on you, you can also control that. You have some Frizz parameters. Let's go find those. From the settings, we're going to want to take out Frizz Tip to let's say in this case down to 0.

This simply removes a little of the frizz that we're getting at the tip of each hair. It's even possible to interactively comb or style the hair to your liking. Watch this. We'll go ahead and close the render, and we are going to want to go back up Modify column to the Styling category. At the top of that section, you'll see a button that says Style Hair. Go ahead and click that. When you position your mouse within the viewport, you're going to have a green shape that's now attached to the mouse. This is basically your brush.

I am going to be working in the Perspective View combing the sides of my hair up. One you've got things the way you like them, you can Render again. Look at the difference that's made. Let's touch this up a tad more. This time I'll go back in the Perspective View and I am going to comb this a little bit more down to the sides here, there we go. Once I am done, I'll render again. Now when you're done with your combing, you are going to want to go back to the right, and click on Finish Styling.

So there you go with adding a little hair to something in the scene. The modifier is fun. It's practical, and I am sure you've got a project or two where you can put it to work.

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