arjun988/blender-skills

hair-groom

Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows.

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Hair Groom

Believable hair flow. Scalp coverage. Cards for games. Curves/particles for cinematic.

When to Use

  • Character scalp hair, beards, brows
  • Creature fur / mane / whiskers
  • Game hair-card generation and placement
  • Cinematic curve/particle grooms

Path Decision

Target = Game / real-time  → Hair cards (+ optional proxy curves)
Target = Cinematic        → Curves or particle hair + materials
Target = Both             → High groom → bake cards / textures

Workflow (Game Cards)

Scalp mesh → Guide curves → Card strips along flow
  → Atlas UVs → Alpha/normal hair texture → LOD cards → Export

Workflow (Cinematic)

Scalp → Particle/curve groom → Clump/frizz/noise
  → Hair shader (melanin/roughness) → Render test → Cache if needed

Groom Principles

  1. Flow first — Primary direction before flyaways
  2. Density hierarchy — Dense roots, controlled tips
  3. Clumps — Hair reads as groups, not spaghetti
  4. Silhouette — Outer shape more important than strand count
  5. Scalp bleed — Avoid bald patches at hairline

Card Guidelines

LODCards (guide)Notes
Hero close-up80–200Layered shells
Standard30–80Main masses
Distant8–20Cap + few strips
  • Name: SM_HairCard_[Region]
  • Atlas: T_Hair_[Name]_RGBA (alpha in A)
  • Prefer opacity clip or hashed for Eevee preview

Naming

  • Guides: CRV_HairGuide_[Region]
  • Cards: SM_HairCard_[Region]
  • Collection: COL_Hair_[Character]

Constraints

MUST DO

  • Establish hairline and parting early
  • Match card UVs to atlas layout
  • Test silhouette from game camera angles

MUST NOT DO

  • Uniform card width everywhere
  • Skip root density near scalp
  • Over-detail flyaways before primary masses

Reference Guide

TopicReferenceLoad When
Hair Card Atlasreferences/hair-card-atlas.mdWhen needed
Groom Flow Regionsreferences/groom-flow-regions.mdWhen needed
Cinematic Vs Gamereferences/cinematic-vs-game.mdWhen needed
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