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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 / texturesWorkflow (Game Cards)
Scalp mesh → Guide curves → Card strips along flow
→ Atlas UVs → Alpha/normal hair texture → LOD cards → ExportWorkflow (Cinematic)
Scalp → Particle/curve groom → Clump/frizz/noise
→ Hair shader (melanin/roughness) → Render test → Cache if neededGroom Principles
- Flow first — Primary direction before flyaways
- Density hierarchy — Dense roots, controlled tips
- Clumps — Hair reads as groups, not spaghetti
- Silhouette — Outer shape more important than strand count
- Scalp bleed — Avoid bald patches at hairline
Card Guidelines
| LOD | Cards (guide) | Notes |
|---|---|---|
| Hero close-up | 80–200 | Layered shells |
| Standard | 30–80 | Main masses |
| Distant | 8–20 | Cap + 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
| Topic | Reference | Load When |
|---|---|---|
| Hair Card Atlas | references/hair-card-atlas.md | When needed |
| Groom Flow Regions | references/groom-flow-regions.md | When needed |
| Cinematic Vs Game | references/cinematic-vs-game.md | When needed |

