1. Schedule
Week 1: Gather reference, for hair style mainly source from pintrest and google images, trying to use real life hair style references. Gather references for how to layout hair cards as well and then gather references for how professionals display their hair grooms in Artstation. Make the basic blockout for the hair style in zbrush, set up lighting and scene in unreal. Establish blockout for hair textures as well.
Week 2: Set up scene in maya to use xgen for hair cards and utilize the modifiers to help generate the cards, and further refine the blockout for the hair card textures. Once done start the initial placement of cards on the head.
Week 3: Continue placement of hair cards this will take up the majority of time for this project so I would love to have two weeks to try and place the cards as well as establish the braids for the hair style. Once done fully get the unreal scene ready for presentation, including fixing some console commands and material set up in Unreal Engine.
Week 4: Fully take some shots of the hair style and work on compositing, and tweaking and adjusting the hair style for the final artstation post.
For this week I worked with getting the hair cards generated and baked all in Maya/Arnold. Initial placement of the cards will start after this turn in since I decided to take care of the hair cards fully for this week. Going through the resources I found that I didn't need as many cards as I initially sketched out so this is extremely helpful. I also found ways using the AOV channels in Maya to get all the textures I need without having to jump into another software.
Reference Board
Here is my Color map, since everything is generated within Maya and Arnold, I can iterate on this Color Map whenever I want and change the hair color based on the shader.
Here is the Alpha Map, this is packed into an EXR with the Color Map.
Here is my AO Pass.
Here is my custom ID pass.
Here is my roots map, this generates a gradient for the hair that will be used later. I can also invert this and generate a tips map at any point.
Here is my normal map.
Here is my direction map also generated within Arnold using AOV passes.
Here is my Z depth pass.
Here is a shot of my Xgen generated hair strands that I used to make the card textures you can see that minimal guide placement was used effectively.
Here is a top view of what I eventually rendered out. Some cards were omitted since I didn't necessarily need them, but in the chance that I do it is incredibly quick to generate these now that I am fully comfortable with the process.
Here is my modifier stack that I used to give more complexity to my Xgen strands. I will go more in depth on these for my research post.
Here are some custom AOV passes that I made to generate the different textures that I needed. I mainly referred to our past experiences in common art to figure these out.
And lastly this is my Unreal scene, no real changes have been made here since my main focus was on generating these textures and getting those as clean as possible.