Mens Hairstyles and Mustaches with C4D: Point the Ends of a Mustache by Splitting the Hair Object

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Instructor Eric Reed

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  • Works with Release: 17 and greater

Split a mustache into two hair objects to create a better clumping at the tips of the curls.

Split a mustache into two hair objects to create a better clumping at the tips of the curls.

Eric Reed is a CG Specialist with Hive-FX, a Portland, OR-based VFX studio. Hive-FX made a name for itself creating gruesome effects for the TV series Grimm on NBC. In that process, they've mastered all sorts of ways of turning people into monsters, including the use of Cinema 4D Hair. Other clients include Nike, Razorfish, Empire Green Creative, Wieden and Kennedy, Riddell and Microsoft.



- In the previous video, we created our guides and hair object for a mustache as well as our selection tags and hair materials. In this video, we're going to be splitting that mustache object into two, as well as the material and we're going to be playing with the guides. Lets get started. Lets duplicate it and name this "MustacheEnds". Grab the mustache, delete the twirls, we won't need them. For the ends, lets invert this section "UI" and remove those, we don't need them. Now, with MustacheEnds, we don't want the hair to be polygon area. We want the hair to be as guides, so we only have one hair per spline. If we test render it, we notice it isn't there, but also, we notice that the spline itself is outside of our map. Let's separate the hair materials. Let's call this "MustacheEndsmat". Let's turn off "Density." Let's also apply it. Let's give this a test render. Now our hair grows. Now, the clean way to turn off "Density" is to come in here and disable the map. If we were to remove the map or break the link, somehow C4D would have a hard time, especially on a render farm. Now lets remove "Density." Okay, so we have one spline of hair. How do we make it into a bunch of hairs? We don't want to paint another map for it. What we're going to do is come into "Hairs" and go into "Cloning". Let's create some clones, but we can't see them. I don't want to go through and render them. Let's go into "Generate." Let's generate "Triangle." Now we can see the hairs. So when we go into our cloning, let's bring the roots down two centimeters. Let's also set the roots. That looks better. Okay, let's play with these settings a little bit. We want to try and figure out how it is that we can get the tip to look like it's clumped together. The clumping isn't really helping us very much, it's going to really depend on the "Cloner" setting. So, let's bring the tips to zero and the base to one. Now we can see at one point in time, all the hairs are lining up at the end, but it's not at the tips. So, to combat this, let's grab our hair material and let's go into our length. Let's bring the length down until all that matches up and we come to a fine point, kind of like that. That's looking pretty good. Now, the ends are starting look similar to our image. Let's reposition these guides. Let's unroot them, go to our roots instead of our tips by selection, grab them and move them. Remember, we have symmetry applied. Let's set our roots. Before we do that, if we try moving say the guides themselves instead of selecting the root option, see what happens. Not the desired response. The only way that you're going to be able to actually cleanly move the guides is by the root, that's why we did that. Set "Roots", hit "Apply." Okay, let's give it...notice our tip is still sharp. Let's remove the triangles, so it'll render hairs. Also, in our mustache, let's go into "Clump." Let's reduce the radius to one. How about .5 and .25? That looks better. We have a two tier effect going on with the main piece of mustache. Looks like we need to shrink these guides in the front a little more. Let's also add hairs. Do it 25,000. Let's edit these splines. The mustache on out guy has more of a wave to it, let's mimic that wave in our guides. Let's reduce the mix strength on our skin, so that we can see the guides a little better. That's starting to look better. Let's add a guide to help blend in with the twist. Let's scale these down. Also, a couple more guides probably wouldn't hurt. Okay, that's looking pretty good. In the next video, we're going to be finishing up our mustache by adjusting the material properties, maybe even playing with guides a little more. See you next time.
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