A Guide For Using Fibermesh In Animation Production

Daniel de Carvalho’s new Side FX Houdini tutorial is a great way to get started with procedural modeling. He covers all of the basics, including how to create palm tree models using VEX and some Lab Tools in this project file downloadable here!

FiberMesh has been a popular choice for sculptors to create hair. Maya’s xGen and nHair systems might not be as intuitive, so if you’re looking for more control try Fiber Mesh in ZBrush!

FiberMesh is a unique mesh generation tool in ZBrush that creates hair and fur for use within your animation pipeline. It can be difficult to work with fiberFibers without this technology, but it’s worth considering if you find yourself working on extensive projects where individual pieces may get shipped out as needed or even animated independently from one another using other software such as Maya.

In addition, FiberMESH provides an option of exporting each strand individually so they don’t have any connectivity between themselves when placed into different applications which would otherwise produce unwanted results due their nature being strands rather than complete models.

“The world of digital art is expanding at an alarming rate, and one area that has not kept up with this trend are character models. Technical artist Ben Morgan covers his method for taking ZBrush hair into Maya so it can be connected to the native hairs in your program.”

“One way you could do this would be by converting each strand’s UV values from a single mesh,” says Morgan before diving right in. “You’ll need custom scripts though!” He continues on about how they’ve come up trumps lately thanks largely due their recent innovations within nHair Studio 2 Software Bundle Engine.