However, it may be a lot of polygons for other situations, like using it in a videogame engine that doesn’t support groom objects (or you don’t want to deal with the groom renderer in UE4 for whatever reason). My Maya can handle that just fine, and moving the camera is not an issue. However, it has 1.2 million vertices, half a million faces and 1.16 million triangles. As you can see, it is virtually identical to the XGen hair. Take this hair for example:Ĭonverting it to polygons using the command described above results in the following geometry. However, you can imagine converting the hair to polygon without any additional work can result in a lot of polygons. XGen allows you to convert your hair objects into polygons very easily, using the “Generate/Convert XGen Primitives to Polygons…” command. In these cases you need to convert your object to polygons. However, sometimes you can’t use the realistic strands-based hair because the target application doesn’t support groom objects. ![]() I am a big fan of using XGen to create realistic hair.
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