Hi! I’d like to create a curve brush that uses hair cards like in this Tom Creek’s video:
I think it could be done with the tube tool if it allowed using imported custom profiles with premade hair cards or if Nomad had some kind of bend curve deform modifier like ZBrush has (like it is used in the video at 05:17).
You can more or less do it with the Tube tool, by importing hair cards (found online).
It’s a bit of work though.
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Hello Stephomi!
I have seem many videos like these for creating hair and feathers on Nomad but the problem with them is that usually when we create hair cards we work with a set of textures that includes a variety of locks of hair. Like in this image:
I think Nomad’s tube tool right now only allow for grids/cards with default square shaped UV island (covering the whole UDIM), and that means we can either only work with a single hair lock (not good…) or we can create different tube tool objects and set them with different textures… that is not ideal for me because I work with game characters and it would be better if there was a single set of textures for all the cards (for performance issues). Trying to bake these cards into a single texture set later after finishing the character hair would be a nightmare.
So I think a possible solution would be a feature to do basic transform of the UV mapping of the cards to allow each lock to be organized in the right place of the UV and make it procedural.
A second solution I can think of would not require the tube tool, but some king of bend deformer like ZBrush has, so we can just import the hair cards with the correct UVs and their textures and deform them to make the character hair:
I think this second solution is also a very interesting modeling tool that could be used in many different modeling pipelines.