Creating the beard demonstrates
the basic controls for Hair And Fur.
Set up the scene:
Create the faces for the beard:
You can grow hair directly
from the Head object, or from a subset
of its faces, but creating a separate set of nonrendering faces
gives you more flexibility, as the following steps will show.
- Make the Left viewport active.
- Select the Head object.
- In the Graphite Modeling Tools Ribbon Polygon Modeling group,
click to turn on Modify Mode.
3ds Max opens the Modify panel.
TipIf you can’t see
the ribbon in the 3ds Max window, then on the main toolbar, click
(Graphite Modeling Tools (Open)).
- Also in the Polygon Modeling group, click (Polygon) to go to the Polygon
sub-object level.
- Use selection tools to select the polygons in the
area where the beard will grow. Use the following illustration as
a reference.
If the viewport doesn’t
show face edges, press F4 to
turn on Edged Faces display.
Tip (Lasso Selection Region)
can be a convenient way to select faces in such an irregular shape.
- Switch to the Right and then to the Front
viewport to make sure the selection is symmetrical. Use Ctrl+click to add faces or Alt+click to remove faces, as necessary.
- In the Graphite Modeling Tools ribbon Geometry (All) group,
click (Detach).
3ds Max opens a Detach
dialog.
- On the Detach dialog, turn on Detach
As Clone. Name the detached faces Beard, and then
click OK.
- Click (Polygon) again to exit the
Polygon sub-object level.
Make the beard faces nonrendering:
- Select the Beard object. Right-click,
and from the Tools (lower right) quadrant of the quad menu, choose
Object Properties.
3ds Max opens the
Object Properties dialog.
- In the Object Properties dialog Rendering Properties
group, click to turn off Visible To Camera, and then click OK.
The Beard faces
are for growing the hair of the beard, but they don’t need to appear
in renderings.
Adjust the shape of the beard:
- With the Beard object
still selected, in the Ribbon Polygon
Modeling group, turn on (Vertex).
- Click the Shading viewport label menu
(the one on the right, which now reads “Smooth + Highlights + Edged
Faces”), and change the Left viewport to Wireframe display.
- Use region selection (drag a small selection
box) to select pairs of vertices, on both the left and right sides
of the face, then move the vertices along
the cheek so the beard has a smoother outline. Also move the vertex
for the area of the sideburn that extends behind the ear. Use the
following illustration for reference.
- Also in the Left viewport, region-select the vertices along
the lip. Move them slightly downward
and a little to the left.
NoteAfter moving vertices,
some of the Beard faces might be behind some
of the Head faces. This is why you worked
in wireframe mode, but it is not a problem: When you apply hair,
it will just grow through the Head faces.
- Double-check your work in the Right and
Front viewports.
- Click (Vertex) again to exit the
Vertex sub-object level.
Apply the Hair And Fur modifier:
- Activate the Perspective viewport.
ImportantHair appears in orthographic
viewports (Front, Left, Top, and so on), but it does not render in
orthographic viewports. You can render hair only in Perspective
and Camera viewports.
- From the Modifier List, choose WORLD-SPACE MODIFIERS Hair And Fur (WSM).
Hair now grows from the
faces of the beard.
- On the Modify panel, scroll down to the
Display rollout.
TipDrag the left edge
of the Command Panel area to the left, to expand it to two columns.
Like the Cloth modifier, Hair And Fur has a multitude of rollouts
and settings.
- On the Display rollout, turn on Display
Guides.
In the viewport, hair
guides display as yellow lines.
The Hair And Fur modifier
generates guide hairs at the corners of polygons. When you style
hair, you are styling only the guides: The hairs between the guides
are interpolated from the guide hairs.
- Also on the Display rollout, change the
Display Hairs Percentage
value to 10.0.
3ds Max increases
the number of hairs shown in the viewport.
Increasing the percentage
of displayed hairs helps you visualize how the beard will look.
Set the hair color:
The Viking should have
reddish-brown hair. He is middle aged, so the hair should also be
starting to turn gray.
- Open the Material Parameters rollout.
Click the Root Color color swatch.
3ds Max opens a Color
Selector.
- Change the Root color of the hair to R=30,
G=20, and B=15, and then
click OK.
This is a very dark brown
with a hint of red.
- On the Material Parameters rollout, click
the Tip Color color swatch.
- In the Color Selector, change the Tip
color of the hair to R=130, G=120, and B=120,
and then click OK.
The color at the tip
of the hairs is a brownish gray.
The Hair And Fur modifier
shades hairs from the Root color, where they begin, to the Tip color,
where they end. But actual hairs usually vary, and you can use the
Mutant Color controls to model this variation.
- Drag the Root Color color swatch, and
drop it on the Mutant Color color swatch.
3ds Max opens a Copy
Or Swap Colors dialog. Click Copy.
- Change the Mutant % value to 15.
Now Hair will randomly
choose 15 percent of the hairs to maintain the Root color: That
is, they will be dark instead of graying.
Trim the beard a little:
- Open the Styling rollout, and click Style
Hair to turn it on.
- Make the Front viewport active.
- In the Styling rollout Styling group, click (Hair Cut) to turn it on.
In the active viewport,
the Hair Cut cursor appears as a green circle. If you look at other
viewports, you can see that the cursor is actually a cylinder: Its
effect goes deep into the scene.
The cursor has falloff:
Its effect is greatest at the center, and less at the edges.
TipYou can use the slider
in the Styling group to change the diameter of the brush.
- With single clicks, use the Hair Cut
cursor to trim the left side of the beard (on the right of the viewport),
making the sideburns and cheek hairs less lengthy than the chin
hairs.
NoteDragging the Hair
Cut cursor has no effect.
- Do the same for the right side of the
beard (on the left of the viewport).
Don’t worry about being
perfectly symmetrical. We can imagine that the Viking didn’t care.
- On the Styling rollout, click Finish
Styling to turn off hair styling.
- Close the Styling rollout.
- Make the Perspective viewport active
again.
Adjust some more Hair And Fur settings:
- Scroll down to the Display rollout, and
turn off Display Guides.
- Scroll up so you can see the General
Parameters rollout. Change the Hair Count value from the default
of 15,000 to 6000.
You can improve Hair
And Fur render time by reducing the Hair Count value, and setting
hairs to have multiple strands.
- Scroll down and open the Multi Strand
Parameters rollout. Change these values:
- Count = 2
- Root Splay = 0.6
- Tip Splay = 1.3
The beard is now bushier
and a little more wild.
- Open the Frizz Parameters rollout. Change
Frizz Root to 50.0.
NoteWhen Frizz Root and
Frizz Tip both equal 0.0, the hair is perfectly straight, and follows
the normal of the face that it grows from.
- Close the Frizz Parameters rollout and
open the Kink Parameters rollout. Change these settings:
- Kink Root = 3.0
- Kink Tip = 5.0
The Frizz and Kink setting
changes make the beard even more bushy.
Render the beard:
- On the main toolbar, click (Render Production).
3ds Max renders the
head of the Viking quickly. It takes a more little time to render
the beard.
TipIf you want to reduce
the length of the beard, there are two ways to do so, both of them
on the General Parameters rollout. Scale keeps the shape of all
the hairs, and scales them as a percentage. Cut Length also retains
hair shape, but trims hairs from the tip toward the root.
Save your work:
- Save the file as viking_beard.max.