Blender’s new hair system represents strands as curve objects (rather than mesh polygons) for flexible grooming. Converting these hair curves or geometry nodes-generated hair into a editable mesh is essential for certain tasks like exporting to game engines or sculpting. In this comprehensive guide, we’ll explain how to convert hair curves and geometry nodes to mesh step by step. We cover all experience levels – from basic conversions to advanced optimization – so you can confidently bake Blender’s hair into mesh geometry for any project.
How do I convert hair curves to mesh in Blender?
Converting Blender’s new hair curves to a mesh isn’t a single-click operation – it requires a workaround. Currently, you cannot directly convert hair curve objects to mesh due to design limitations. Instead, Blender provides a Convert to Particle System tool that transforms the new hair curves into the old hair particle system, which can be converted to mesh In practice, this means:
- Step 1: Attach hair to a surface. Ensure the hair curves object is linked to a surface mesh, such as a scalp, which acts as an emitter for the hair. This surface is automatically set when creating new hair curves in Blender. Proper attachment ensures accurate conversion to a particle system. Applying object scaling (Ctrl+A > Scale) to the surface prevents scaling issues in the final mesh.
- Step 2: Use Convert to Particle System. Select the hair curves object in Object Mode and navigate to Object → Convert → Particle System. This creates a traditional hair particle system on the surface mesh, replicating the curves’ data. The option is also accessible in Sculpt Mode’s Curves menu for convenience.
- Step 3: Convert particle hair to mesh. Select the surface mesh with the new particle system and locate the Particle System modifier in the Modifiers panel. Click the Convert button to transform the hair into mesh geometry, typically producing separate mesh objects for each strand. These can be joined (Ctrl+J) for easier management if needed.
- Tip: Adjust resolution and scaling. Increase the hair’s resolution by adjusting Display Resolution for curves or Strand Steps for particle hair to ensure smooth mesh strands. Applying transforms (Ctrl+A > Scale) on the surface mesh before conversion prevents mis-scaled hair. Higher resolution settings reduce blockiness in the final mesh geometry. After conversion, the original hair curves and particle system can be removed.

Can you turn geometry nodes hair into editable mesh objects?
Hair generated by Geometry Nodes can be converted into editable mesh objects by applying or realizing the node-based geometry. This process varies depending on whether the hair is created via a Geometry Nodes modifier on a mesh or as a separate Curves object. Applying the modifier or routing the hair geometry through a dummy mesh object ensures the hair becomes standard mesh data. Realizing instances is critical to preserve complex hair structures during conversion.
- Hair via Geometry Nodes Modifier on a mesh. If the Geometry Nodes modifier on a mesh generates hair as curves or instances, ensure the node tree outputs mesh geometry (e.g., using a Curve to Mesh node). Apply the modifier to convert the hair into an editable mesh object. This works directly if the output is already mesh, like instanced planes or tubes. If curves are output, a Curve to Mesh node with a profile curve adds thickness before applying.
- Hair as a separate Curves object with GN. For Hair Curves objects modified by Geometry Nodes, direct application of the modifier fails due to missing mesh data. Create a dummy mesh (e.g., a Plane), add a Geometry Nodes modifier, and use an Object Info node to reference the hair curves’ geometry. Include a Realize Instances node to handle instanced geometry, then apply the modifier to convert the hair into an editable mesh on the dummy object.
What are the steps to convert Blender’s new hair curves to mesh geometry?
Converting Blender’s new hair curves to mesh geometry involves a clear, step-by-step workflow to ensure the hair is accurately transformed. This process assumes the hair is already groomed using Blender’s curves-based system. Finalizing the groom, converting to a particle system, and generating mesh objects are key steps. The resulting mesh can be edited or exported for further use.
- Finalize Hair Groom & Settings. Complete grooming and apply any procedural modifiers (e.g., Curl, Clump) to finalize the hair’s shape, as these are destructive operations. Duplicate the hair object as a backup before applying modifiers. This ensures the hair’s final appearance is preserved during conversion. Check that the hair is attached to a surface mesh for the next steps.
- Convert Hair Curves to Particle System. In Object Mode, select the hair curves object and go to Object → Convert → Particle System. This transfers the hair data to a particle system on the surface mesh. The particle system now controls the hair, and the original curves object is no longer needed. Verify the particle system in the Particles tab.
- Adjust Particle Hair Settings (Optional). Select the surface mesh and adjust the particle system’s Display Steps for smoother strands or modify the Children display amount to manage polycount. Higher steps improve strand resolution, while reducing children can lower geometry density. These tweaks optimize the mesh output. Ensure settings align with your project’s needs before proceeding.
- Convert Particle Hair to Mesh. In the Modifiers panel of the surface mesh, locate the Particle System modifier and click Convert. This generates mesh objects for the hair strands, often as separate objects per strand. Join them (Ctrl+J) if a single mesh is preferred. Check the Outliner for new mesh objects named after the surface mesh.
- Clean Up. Remove the particle system modifier from the surface mesh, as it’s no longer needed after conversion. Hide or delete the original hair curves object, which was replaced by the particle system. Ensure only the mesh hair strands remain in the scene. This keeps the project organized and focused on the converted geometry.
- Save/Export or Continue Editing. The hair is now a mesh, ready for editing, UV unwrapping, or sculpting. Apply transforms (rotation/scale) to all objects before conversion to maintain accurate shapes. The mesh can be exported (e.g., OBJ/FBX) for use in other software. Save the file to preserve the converted hair for further work.

How do I prepare hair created with geometry nodes for export as mesh?
Preparing geometry nodes-based hair for export as a mesh ensures compatibility with other software or game engines. This involves applying modifiers, converting the hair to mesh, and optimizing the geometry for export. Proper preparation ensures the hair retains its appearance and is efficient for external use. The process focuses on creating a static mesh with appropriate materials and parenting.
- Apply All Hair Modifiers/Nodes. Apply any Geometry Nodes modifiers or procedural hair assets (e.g., Curl, Wave) to bake the final hair shape. This ensures the exported hair reflects the intended design, as unapplied modifiers may result in incorrect strand shapes. For mesh-based GN hair, apply the modifier after realizing instances. Duplicate the hair object as a backup before applying.
- Convert to Mesh (if not already). Convert the hair to mesh using the particle system conversion or by applying Geometry Nodes to a mesh object. Ensure the hair is represented as mesh geometry in Blender, not curves or instances. This step creates a static mesh suitable for export. Verify the conversion in the Outliner to confirm new mesh objects.
- Verify and Optimize Geometry. Inspect the mesh hair for issues like unwelded vertices or excessive polygon counts. Simplify or decimate the mesh if needed to reduce polycount for game engines. Join separate strand objects into logical groups for easier management. Optimization ensures the hair performs well in external applications.
- UV Unwrap (if needed). Create UV maps for the hair mesh if the export format or engine requires them for texturing. Use simple or automatic unwrapping tools, as procedural hair lacks inherent UVs. This step is crucial for applying hair textures in engines like Unity or Unreal. Ensure UVs are clean and functional before export.
- Assign Materials. Apply a basic material or placeholder to the hair mesh to ensure it exports with a material ID. This simplifies material setup in the target engine, where the material can be replaced with a hair shader. A material slot aids compatibility during import. Use a solid color or simple shader if no specific texture is needed.
- Attach/Parent as Needed. Parent the hair mesh to the character’s head bone or object to maintain proper positioning during export. Ensure the hair is correctly aligned with the character model. This step prevents misalignment in the target software. Verify the hierarchy in the Outliner before exporting.
Can I bake procedural hair into mesh for game engines or sculpting?
Baking procedural hair into a mesh converts it into static geometry for game engines or sculpting in Blender. Game engines require mesh-based hair, often as hair cards, while sculpting needs mesh data for brush interaction. The process involves converting hair to mesh and optimizing it for the intended use. Baking ensures procedural hair is usable in external tools or workflows.
- Game Engines. Convert procedural hair to mesh for use in engines like Unity or Unreal, often as hair cards (textured mesh strips) for performance. Use a Particle Instance modifier or Geometry Nodes to instance flat planes along strands, then apply to create mesh geometry. Simplify the mesh to reduce polycount and bake details like strand colors into textures. This creates efficient, game-ready hair assets.
- Sculpting. Convert hair curves to mesh and add thickness (e.g., via a Solidify modifier or cylindrical strands) for sculpting. Single-edge meshes are difficult to sculpt, so thickness aids brush interaction. Sculpt the mesh in Blender’s Sculpt Mode to refine shapes or add details. Use the sculpted mesh for normal map baking or stylized hair designs.

How do I preserve hair strand shape and volume when converting to mesh?
Preserving strand shape and volume maintains fidelity. Key methods follow.
- Preserve Shape (Smoothness): Increase curve points or Strand Steps for smooth mesh edges. Interpolated children follow parents closely, avoiding jaggedness. Higher resolution ensures smoothness. It retains curve flow. Balanced segments optimize quality. This maintains realistic shapes.
- Preserve Volume (Thickness): Use curve bevel or Skin modifier for cylindrical thickness, smoothed by Subdivision Surface. Screw modifier can also create tubes. Thickness mimics hair structure. Modifiers control dimensions. Cylinders enhance realism. This avoids flat results.
- Hair Cards Method: Instance textured strips for game-ready hair cards. Ribbons simulate volume with low polygons, ideal for real-time rendering. Hair cards cut polycount. They preserve silhouette. Textures mimic density. This suits performance needs.
- Retain Strand Taper: Apply Taper Object or scale Skin modifier for natural taper. Manual adjustments ensure realistic volume distribution. Tapering ensures organic look. It avoids uniform thickness. Precise control maintains profiles. This boosts visual quality.
- Avoid Over-Simplification: Decimate lightly to preserve silhouette. Minimal segment reduction maintains flow, avoiding shape distortion. Preserving geometry retains intent. It balances quality, performance. Subtle decimation ensures fidelity. This suits real-time hair.
What modifiers work best after converting hair curves to mesh in Blender?
Modifiers refine hair mesh for sculpting or real-time use. Key options follow.
- Skin Modifier: Adds adjustable thickness to edges. Pair with Subdivision Surface for smooth cylinders, ideal for sculpting or rendering. Skin simplifies thickness. It supports sculpting. Adjustable radii ensure precision. This aids refinement.
- Subdivision Surface Modifier: Smooths low-poly strands for rounded normals. Use low levels for real-time, then decimate for optimization. Subdivision enhances smoothness. It improves lighting. Controlled levels ensure performance. This suits multiple workflows.
- Decimate Modifier: Reduces polycount in Collapse or Planar mode. Simplifies meshes conservatively, preserving shape for games or animation. Decimation balances quality, performance. It removes excess geometry. Subtle use maintains curves. This is key for optimization.
- Solidify Modifier: Adds thickness to ribbons or cards for closed volumes. Slight thickness aids shadow casting, ensuring engine compatibility. Solidify prevents artifacts. It enhances robustness. Minimal thickness optimizes performance. This suits game hair.
- Weld Modifier (or Merge by Distance): Merges overlapping vertices in joined strands. Cleans geometry for sculpting or rigging efficiency. Welding reduces redundancy. It simplifies topology. Cleaner meshes aid processing. This enhances usability.

Can I UV unwrap hair mesh generated from curves or geometry nodes?
Hair mesh from curves or geometry nodes can be UV unwrapped for texturing. Key approaches follow.
- Individual Strand Unwrap: Mark seams along strands for rectangular UV islands. Follow Active Quads ensures uniform unwrapping for strand textures. Individual unwrapping enables detailed texturing. It supports unique appearances. Precise but time-intensive. This ensures accuracy.
- Batch Unwrap/Join: Join strands or use multi-object UV editing. Auto-seam scripts streamline unwrapping for similar-oriented strands. Batch unwrapping saves time. It ensures consistency. Automation aids complex models. This suits high strand counts.
- Hair Cards UV: Instanced cards retain source UVs, often overlapping for shared textures. Separate UVs for unique details suit games. Hair card UVs optimize memory. Overlapping UVs enhance efficiency. Unique UVs support baking. This aligns with standards.
- Unified UV vs Per Strand: Overlapping UVs for game textures or unique UVs for baking. Overlapping suits repeated textures; unique fits detailed rendering. UV choice impacts efficiency. Overlapping reduces memory. Unique UVs enable high-fidelity baking. This shapes visuals.
- Preserve Root/Tip Orientation: Align UVs for consistent root-to-tip flow. Adjust flipped shells to avoid reversed textures. Proper orientation prevents errors. It ensures natural gradients. Manual tweaks guarantee precision. This is vital for realism.
How do I optimize hair mesh for real-time rendering or animation?
Optimizing hair mesh for real-time or animation balances performance, appearance. Key strategies follow.
- Use Hair Cards or Clusters: Convert strands to textured hair cards. Transparency maps simulate density with low polygons for games or AR/VR. Hair cards cut rendering costs. They maintain visuals. Textures enhance density. This is standard for real-time.
- LOD (Level of Detail): Create LODs with finer cards for close-ups, larger for mid-range, caps for distance. Decimate for engine setup. LODs optimize distances. They reduce polycount. Simplified models boost performance. This ensures scalability.
- Optimize Transparency: Minimize overlapping transparent planes. Use alpha test over alpha blend for speed. Layer cards to reduce overdraw. Optimized transparency lowers GPU load. Alpha test enhances speed. Layering minimizes artifacts. This boosts efficiency.
- Merge Mesh Parts: Combine strands into few meshes to reduce draw calls. Ensure shared materials or motion for engine efficiency. Merging enhances performance. It simplifies handling. Careful merging retains flexibility. This streamlines scenes.
- Use Decimate and Mesh Cleanup: Decimate (Planar) to remove unnecessary loops. Dissolve redundant edges to save polygons for real-time. Cleanup reduces polycount. It preserves quality. Subtle adjustments maintain visuals. This is critical for optimization.

What is the best way to reduce polycount on mesh-converted hair?
High polygon counts are a typical issue after converting hair to mesh (since hair can produce tens of thousands of edges/faces). Reducing the polycount while keeping the hair’s appearance involves both pre-conversion planning and post-conversion optimizations:
- Lower Hair Density Before Conversion: If possible, reduce the number of hairs before converting. For particle hair, use fewer parent strands or lower the Display Amount of children. For curves hair, groom with the minimal number of guide hairs that still achieves the look (you can use interpolated children for render, but for mesh conversion consider fewer total strands). Each strand you remove is dozens of polygons saved after conversion. You might selectively keep more strands only in important areas (hairline, silhouette) and have sparser hair in areas that won’t be noticed.
- Reduce Segments (Smartly): As mentioned earlier, lowering the resolution of strands will reduce segments (hence edges). There is a trade-off: too few segments and strands turn blocky. A good tactic is to use higher segments where hair bends or curves a lot (like around curls or waves), and fewer where hair is mostly straight. In Blender’s particle hair, Simplify options exist (e.g., a Simplify strand setting to remove points on straight portions). If not, you can edit hair in Particle Edit mode and use Rekey to set a lower number of control points per hair for simpler strands.
- Decimate After Conversion: Once you have the mesh, apply Decimate (Collapse mode). This algorithm will try to remove vertices and edges while approximating the shape. You can slide the ratio to get a balance of shape vs polycount. Keep an eye out that strands don’t lose so many points that they look jagged. Sometimes even a small decimation (like 0.8 ratio, i.e., 20% reduction) can eliminate a lot of tiny segments that aren’t contributing much. If the hair mesh is one object, Decimate will treat it as one big mesh – that might not be ideal if strands are separate parts. In that case, consider separating strands into smaller groups and decimating selectively or using the Limited Dissolve tool (which is like planar decimate).
- Limited Dissolve (for near-linear segments): In Edit Mode, you can use Limited Dissolve on the strands. This will remove vertices that form nearly straight lines. By adjusting the angle threshold, you might remove every “almost straight” segment. Hair strands are mostly straight with slight curves, so this can collapse many edges while retaining the overall flow. You might need to do this strand by strand or by selecting all and dissolving, then maybe manually undo for any areas that lost too much detail.
- Merge Vertices: If strands were joined and share endpoints (or if some strands overlap), merging vertices can reduce count. This doesn’t help if all strands are separate, but if conversion created any duplicate vertices (sometimes at the roots if multiple strands start at the same spot on the scalp), merging by distance will clean those up.
- Retopology for Hair: In extreme cases, manually retopologizing the hair might yield the best polycount reduction. For instance, if you converted a complex braid or clump to mesh, the auto-generated topology might be messy. You could build a simpler mesh around it with far fewer polys (like modeling a low-poly braid that matches the high-poly one). This is labor-intensive but effective for hero assets. The high-poly hair (from conversion) can then be used to bake normals or AO onto the low-poly hair mesh.
- Hair Cards Approach: As repeated, the hair cards approach is essentially an advanced polycount reduction strategy. Instead of thousands of thin strands, you create a few dozen textured planes. This can take polycount from, say, 100k triangles down to 5k or less. If ultimate poly reduction is needed, hair cards are usually “the best way” in a game art sense.
- Profile Simplification: If your strands are tubular (with several sides around), consider reducing the sides. For example, a strand might be a cylinder with 8 sides; you could reduce it to 4 sides (flat-ish) and rely on smoothing or normal maps to appear round. Each strand’s cross-section sides multiply the polycount, so going from 8 to 4 sides halves the vertices along the entire strand length.
- Delete Hidden Strands/Faces: Finally, remove any hair geometry that won’t ever be seen. Hairs completely inside a thick ponytail, or faces at the very bottom inside a hair bun, etc. If hair is thick enough, some inner strands contribute nothing to the visual. Deleting them can save polys with zero loss in looks. Similarly, if hair cards are layered, perhaps the back layer can have fewer cards since front ones cover them mostly.
Remember to always check the visual result after each reduction step. It’s easy to get carried away and end up with spiky or patchy hair. The goal is a minimal mesh that still conveys the volume and flow of the original hair. Often, a combination of the above steps yields the best outcome. For instance, an artist might first simplify the hair particle system (fewer strands), convert to mesh, then use decimate and dissolve to cleanup, and finally turn some sections into broader cards for additional reduction.
In summary, the best way is a combination of smart preprocessing and post-conversion cleanup. If maximal polycount reduction is needed, consider hair cards as the end goal because they give the largest savings. Otherwise, moderate use of Decimate and dissolve can trim a lot of fat from mesh-converted hair while keeping the overall shape intact.

How do I convert dynamic or animated hair curves to mesh in Blender?
Converting animated hair to mesh is complex because the result is typically a static snapshot, losing the dynamic motion of physics or keyframes. Several methods exist to address this, balancing fidelity and workflow simplicity. If animation is critical, keeping hair as curves via Alembic export is often preferable, but mesh conversion is viable for specific use cases with the right approach.
- Single Frame Conversion: Convert hair to mesh at a specific frame to capture a pose, like a wind-swept look. Run the simulation to the desired frame, convert curves to particles, then to mesh. This creates a static mesh ideal for sculpting or exporting. It’s simple but limited to one moment in time.
- Bake and Convert Each Frame (Mesh Sequence): For animated mesh sequences, bake hair to Alembic as curves, re-import, and convert to mesh per frame. Manual conversion is tedious, so Python scripting can automate it. This preserves motion but is data-heavy. Alembic is often used directly in other software.
- Use Cloth Sim on Mesh Hair: Convert hair to a static mesh, then apply cloth or soft-body simulation for motion. This works best with simplified hair, like cards or strips, as simulating thousands of strands is impractical. Rigging with bones can enhance control. It avoids per-frame conversion but sacrifices detail.
- Unreal/Unity Groom Cache: For game engines, export hair as Alembic curves to Unreal or Unity, which support dynamic strands. No mesh conversion is needed in Blender, as engines handle curve rendering. This is efficient for dynamic hair but requires engine-specific setups.
- Shape Keys: Convert hair to mesh at key frames, joining each as a shape key to animate the mesh. This is labor-intensive and less accurate for complex motion. It’s suitable for short sequences but not ideal for long animations. Manual keyframe blending is often needed.
- Geometry Nodes Live Conversion: Use Geometry Nodes in Blender 4.0+ to convert curves to mesh procedurally each frame. This updates the mesh dynamically during playback, potentially caching the animation. It’s experimental but promising for automation. Requires advanced setup with GN’s object info.
Is it possible to export hair mesh to Unreal Engine or Unity after conversion?
Yes, hair mesh can be exported to Unreal or Unity like any mesh, using FBX or OBJ formats. Considerations ensure compatibility and performance in-engine.
- Exporting the Mesh: Export hair mesh via FBX, including normals, UVs, and material slots. Apply transformations to align orientation. This ensures the mesh imports correctly as a static or skinned mesh. It’s a standard process for game assets.
- Importing to Unity: Unity imports the mesh as a Mesh Renderer or Skinned Mesh. Assign a hair shader with alpha cutoff for transparency. Cloth simulation can add motion if needed. Unity’s Hair Groom package supports Alembic but isn’t required for mesh.
- Importing to Unreal Engine: Import FBX as a Static or Skeletal Mesh. Unreal’s Groom system prefers Alembic curves, but mesh works for static or rigged hair. Skin the mesh to a head bone for character movement. Cloth tools can add physics.
- Materials in Engines: Create two-sided hair materials with anisotropic highlights in Unity (HDRP) or Unreal. Use alpha test for hair cards to avoid sorting issues. Import color, alpha, and normal maps. Engine-specific shaders enhance realism.
- Physics in Engines: For dynamic hair, use engine hair systems (requiring curves), skeletal joints, or cloth simulation on the mesh. Cloth works best for hair cards or patches. Constraints ensure realistic motion. This balances performance and visuals.
- Performance: Optimize the mesh before export to reduce triangle count, using cards or decimation. Merge hair into a single mesh to minimize draw calls. Avoid excessive transparency to prevent overdraw. This ensures smooth engine performance.

How do I add materials or texture maps to mesh hair after conversion?
Hair mesh requires materials to mimic real hair, treated like any modeled asset. UVs and textures are key for realistic results.
- Assigning a Material: Add a material slot in Blender’s Materials tab for the hair mesh. Use a Principled BSDF shader initially. One material is ideal for simplicity, even across multiple objects. Join strands if needed for unified shading.
- Solid Color / Simple Material: Use a solid color or Principled BSDF with high roughness and anisotropic settings for stylized hair. The Principled Hair BSDF may not work well on mesh. Texture maps are preferred for realism. This is quick for basic looks.
- Texture Maps:
- Color Map: Apply a gradient or tileable strand texture for hair color. Maps strands onto cards for a dense look. UVs are essential for proper mapping. This defines the hair’s base appearance.
- Alpha Map: Use an alpha map for hair cards to make spaces between strands transparent. Set Blend Mode to Alpha Clip or Hashed in Blender. Adjust cutoff for sharp or smooth edges. Critical for card-based hair.
- Normal Map: Add a normal map to fake strand depth on cards or enhance tube detail. Bake from high-poly strands if needed. Improves lighting realism. Less necessary for 3D tube meshes.
- Specular/Anisotropy Map: Use specular maps or anisotropic shaders for directional highlights. Flow maps can guide anisotropy in engines. Enhances hair shine. Common in advanced workflows.
- Thickness Map: Apply a gradient for subsurface scattering, with thinner tips allowing more light. Enhances translucency effects. Often used for high-end renders. Simple gradients work for basic setups.
- Two-Sided Lighting: Disable Backface Culling for two-sided rendering. Use a Solidify modifier or Geometry Nodes to adjust backface shading. Mimics real hair’s lighting behavior. Essential for realistic renders.
- Applying Materials in Engine: Set up UVs and texture maps in Blender, but tweak materials in-engine. Import material slots for consistency. Use engine hair shaders for final polish. Ensures compatibility with Unity or Unreal.
- Material Per Strand (not recommended): Avoid unique materials per strand for performance. Use one material with texture or vertex colors for variation. Bake random colors into vertices if needed. Keeps draw calls low.
- Hair Shader in Blender Render: Try Principled Hair BSDF on thin mesh tubes, using UVs for tangent data. Alternatively, use Principled BSDF with high anisotropy (0.8) for glinty highlights. Align via UVs or attributes. Suitable for Cycles/Eevee renders.
Can I edit individual strands after converting curves to mesh in Blender?
Yes, hair strands as mesh can be edited individually, but it’s more manual than particle grooming. Each strand is geometry, editable like any mesh.
- Editing Separate Strand Objects: If strands are separate objects, move, rotate, or delete them in Object Mode. Join them (Ctrl+J) for unified editing if needed. Proportional Editing can adjust multiple strands. Useful for broad adjustments.
- Editing in Edit Mode: For a single mesh, use Edit Mode to select strands via L (select linked). Move, scale, or rotate individual strands. Proportional Editing mimics soft grooming. Ideal for precise tweaks.
- Re-grooming Mesh Hair: Use Proportional Editing with large falloff to comb vertices, simulating grooming. Adjust bangs or clumps manually. Less intuitive than particle tools but effective. Suitable for minor styling.
- Sculpt Mode: Use Grab, Snake Hook, or Smooth tools in Sculpt Mode to shape strands. Snake Hook is great for dragging clumps. Increase brush strength for thin strands. Best for organic adjustments.
- Topology Consideration: Strands as edge lines lack faces, limiting sculpting. Add a Skin modifier or bevel for volume. Stick to move/rotate edits for edge-based strands. Ensures sculpt tools work effectively.
- Adding/Removing Strands: Delete strands by removing vertices. Add new ones via extrusion or duplication. New strands are standalone geometry, not tied to the hair system. Manual but flexible for small additions.
- Separating Strands to Objects: Select a strand in Edit Mode and press P to separate it. Apply unique modifiers or materials to isolated strands. Useful for hero strands with special effects. Keeps edits targeted.
- Using Lattice/Mesh Deform: Apply a Lattice or Mesh Deform modifier to smoothly adjust multiple strands. Encase hair in a lattice for broad shape changes. Better than proportional editing for volume tweaks. Ideal for smooth deformations.

What are common issues when converting hair curves to mesh, and how do I fix them?
Converting hair to mesh can introduce issues, but solutions exist to maintain quality and functionality.
- Loss of Detail / Shape Change: Hair may appear blocky post-conversion due to low resolution. Increase strand segments before converting. Apply Subdivision Surface or proportional editing post-conversion. Restores smooth shapes.
- Strands Have No Thickness (Invisible in Render): Edge-only strands may not render in Eevee. Use a Skin modifier or bevel to add volume. Solidify ribbons for slight thickness. Ensures visibility in renders.
- Too Many Separate Objects: Thousands of strand objects slow performance. Join strands into chunks by scalp region. Convert multiple curves to a single mesh via Curve to Mesh. Reduces viewport lag.
- Normals and Shading Issues: Inconsistent normals cause shading errors. Recalculate normals (Shift+N) in Edit Mode. Use Shade Smooth and Weighted Normal modifier for even lighting. Fixes dark patches.
- Hair Not Attached to Scalp or Floating: Offsets occur if surface modifiers aren’t applied. Apply deformations or use Snap to Surface pre-conversion. Shrinkwrap roots to scalp post-conversion. Ensures proper positioning.
- Very High Polycount/Slow Performance: High vertex counts lag viewports. Reduce children in Particle Settings pre-conversion. Decimate or dissolve post-conversion. Use Bounding Box display for heavy meshes.
- UV Mapping Lost: Hair curves lack UVs, so mesh has none. Create new UVs via unwrapping post-conversion. No automatic scalp UV transfer. Essential for texturing.
- Material Assignment: Mesh may inherit wrong materials. Reassign materials manually in Edit Mode. Use vertex groups for root vs. tip materials. Restores intended shading.
- Children Hairs Not Converted: Only visible children convert. Increase Display amount in Particle Settings. Avoid zero children in viewport. Ensures all strands are included.
- Curve Resolution Not Preserved: Conversions may lose detail. Set high curve resolution before final mesh conversion. Check the resolution after intermediate steps. Maintains strand fidelity.
Do I need to apply modifiers before converting hair geometry to mesh?
To convert Blender hair to mesh for export or baking, apply modifiers affecting hair shape or distribution to ensure the styled result is preserved in the final mesh.
- Hair Curve Modifiers: Apply Curl or Clump to bake styles. Unapplied modifiers revert hair to ungroomed. This locks in the look. The mesh retains styled curves.Geometry Nodes shape hair but need application. Without it, hair converts unstyled. Applying ensures accurate curves. It’s vital for correct mesh output.
- Surface Modifiers: Apply Subdivision or Shrinkwrap to finalize emitter shape. Unapplied modifiers misalign roots. This keeps hair anchored. It prevents mesh errors.Emitter shape affects hair placement. Unapplied modifiers shift roots. Applying ensures proper alignment. This maintains hair positioning.
- Transformations: Apply Scale and Rotation on curves and mesh. Unapplied transformations cause offsets. This ensures correct conversion. It avoids scaling issues.Unapplied transformations distort mesh output. Applying normalizes coordinates. This ensures accurate geometry. It’s a key step.
- Geometry Nodes on Mesh: Use a dummy object to bake curve outputs. Direct application fails. This enables mesh conversion. It captures procedural hair.Mesh-based nodes need workarounds for curves. Dummy objects bake data. This ensures convertible geometry. It’s crucial for node setups.
- Particle Edit: Particle Edit applies automatically; bake Hair Dynamics. This captures the simulation state. It prevents unwanted effects. The mesh reflects the pose.Grooming is inherent; simulations need baking. Unset simulations alter results. Baking locks in frames. This ensures accurate conversion.
- Array/Mirror on Hair Curves: Apply Mirror or Array for real curves. Unapplied modifiers omit hair. This includes duplicates. It ensures full hairstyles.Procedural duplicates need application. Unapplied modifiers miss curves. Applying creates complete geometry. This prevents gaps.
- Convert to Particle System: Converting curves to particles preserves originals. Apply shape modifiers first. This allows re-conversion. It maintains flexibility.Non-destructive conversion keeps source curves. Modifiers ensure styled results. Originals support adjustments. This aids iterative work.
- After Conversion – Mesh Modifiers: Apply Skin or Subdivision for export. Keep modifiers for Blender tweaks. This prepares meshes. It balances export needs.Collapsing modifiers readies meshes for engines. Active modifiers allow edits. This suits both workflows. It finalizes hair.
Applying shape modifiers before conversion ensures accurate, styled mesh hair, preventing unstyled or misaligned strands for export or baking.

What are the differences between converting particle hair and hair curves to mesh?
Blender’s Particle Hair and Hair Curves differ in mesh conversion, affecting workflow and data. Key distinctions are below.
- Direct Conversion Availability: Particle hair converts directly via Convert. Hair curves need particle conversion first. This adds complexity. Future updates may simplify.Particle hair converts easily. Curves require an extra step. This reflects system limitations. It impacts workflow planning.
- Data Preservation: Both lose thickness, needing manual beveling. Particle settings and curve radius differ in storage. Outcomes are similar. Post-conversion fixes apply.Thickness loss requires manual fixes. Storage varies but results align. Both produce bare geometry. Post-processing is consistent.
- Workflow Difference: Particle hair converts directly from Particle Edit. Curves convert via particles from Sculpt Mode, preserving originals. Curves allow iteration. Particle is one-way.Particle hair’s workflow is linear. Curves’ non-destructive step aids re-conversion. This offers flexibility. Particle conversion is final.
- Attachment and Guides: Particle hair ties to emitters until conversion. Curves tie to surfaces during particle step. Both yield standalone meshes. Attachment is similar.Both anchor to surfaces, freed post-conversion. Particle links are direct. Curves link in particle conversion. Meshes are independent.
- Children Handling: Particle hair’s children bloat polycount. Curves’ procedural children allow control, reducing geometry. Particle creates denser meshes. Curves are leaner.Particle children inflate meshes. Curves manage strands precisely. This affects polycount. Curves optimize conversions.
Particle hair converts directly, curves need an extra step but preserve originals. Both require thickness fixes; particle hair may produce denser meshes.
How do I convert hair created with geometry nodes and curve primitives into a mesh?
Converting Geometry Nodes hair with curve primitives to mesh requires mesh output. Steps are below.
- Use a Curve to Mesh node: Add Curve to Mesh with a profile curve to create mesh tubes. Apply the modifier. This produces mesh. It’s direct and effective.Curve to Mesh makes renderable geometry. Profile curves shape strands. Applying finalizes the mesh. This streamlines conversion.
- Realize Instances: Realize Instances before Curve to Mesh for instanced curves. This ensures real geometry. Without it, instances vanish. All strands are preserved.Instanced curves need realization. Unrealized instances are lost. This ensures complete output. It’s vital for instances.
- Alternative: Convert after Applying GN: Apply Geometry Nodes to create curves, then convert to mesh. Use a dummy object if needed. This matches Curve to Mesh. It’s a manual option.Applying creates curves for conversion. This bypasses node edits. Dummy objects handle apply issues. It ensures mesh output.
- Join Geometry: Combine curve outputs with Join Geometry. This creates a single mesh. It simplifies structure. This aids export.Joining curves unifies meshes. Single meshes are manageable. This streamlines output. It suits unified geometry.
Convert using Curve to Mesh or manual conversion post-apply for an export-ready mesh with controlled structure.

Can I sculpt on hair after converting it to mesh in Blender?
Mesh-converted hair can be sculpted in Blender’s Sculpt Mode for adjustments or stylization. Tips are below.
- Ensure Sufficient Geometry: Add Subdivision for thin strands to enable sculpting. Avoid excess geometry for performance. This supports brush effects. It balances detail and speed.Low geometry limits sculpting. Subdivisions add vertices. High strand counts need care. This ensures effective sculpting.
- Use the Right Brushes: Grab, Snake Hook adjust shapes; Smooth, Pinch refine. Choose brushes for effects. This enables organic shaping. Brushes offer versatile control.Brushes target specific sculpting needs. Snake Hook creates curves, Smooth fixes kinks. This enhances hair flow. It supports intuitive edits.
- Masking and Visibility: Mask roots, hide unsculpted strands. Use box hide or face sets. This boosts precision, performance. It simplifies dense meshes.Masking protects areas, hiding reduces lag. These tools focus sculpting. They streamline complex hair. This aids efficiency.
- Sculpt Whole Clumps vs. Individual Strands: Broad brushes shape clumps, small ones target strands. Elastic Deform smooths changes. This balances edits. It suits varied goals.Clump sculpting adjusts flow, strand work refines details. Elastic Deform smooths edits. This supports flexible sculpting. It meets diverse needs.
- Dynamic Topology/Multi-res: Avoid Dynamic Topology; use Multires for detail. It’s rare for hair sculpting. This maintains topology. Multires supports precision.Dynamic Topology disrupts strands. Multires adds controlled vertices. Hair sculpting focuses on repositioning. This keeps topology clean.
- Sculpting Hair vs Grooming: Sculpting shapes geometry, unlike grooming’s combing. It’s free-form, allowing merges. This enables stylizations. It offers creative control.Sculpting treats hair as clay, not strands. It supports bold changes. This allows artistic designs. It’s ideal for custom hair.
- Apply Sculpt to All Strands: Use symmetry for mirrored hair. Copy sculpts to identical groups via Tools. This saves time. It streamlines symmetrical edits.Symmetry doubles efficiency. Copying sculpts ensures consistency. This suits structured meshes. It’s time-saving for balanced hair.
Sculpting mesh hair allows precise refinements using Blender’s tools, managing geometry for art-directed hairstyles.
Where can I find tutorials on converting Blender hair systems into mesh for export or baking?
Resources guide converting Blender hair to mesh for export or baking. Key sources are below.
- Blender Official Documentation: Details Convert to Particle System. Lacks full tutorials but explains tools. This grounds conversion workflows. It’s a technical foundation.The manual clarifies operator roles. It contextualizes conversion steps. Users gain tool insights. It’s reliable for basics.
- Blender Stack Exchange Q&A: Offers answers on curve-to-particle conversion. The [hair] tag provides tips. It’s ideal for specific issues. Community advice is practical.Stack Exchange solves niche problems. Hair threads cover conversion details. It’s expert-driven and quick. This aids troubleshooting.
- Blender Artists Forum: Threads like “New hair types curves” share workarounds. Experts discuss solutions. This captures evolving techniques. It’s community-driven insight.Forum threads reflect real challenges. Expert input ensures reliability. They track system updates. This offers practical guidance.
- YouTube Tutorials:
- “Blender – Convert Hair Curves Geometry Nodes to Mesh (Hack)”: Shows node-based mesh conversion. Technical but effective. Suits node users. It’s a modern workaround.This video uses nodes for conversion. It’s advanced but clear. The hack ensures mesh output. It’s practical for current Blender.
- “Converting Hair Curves into Hair Cards in Blender 3.6+”: Covers hair-to-cards for games. Detailed and visual. Ideal for game workflows. It’s developer-focused.The tutorial optimizes hair for engines. It details conversion steps. Visuals clarify the process. This targets Unity/Unreal users.
- “How to Convert Hair Particles to Mesh and Curve – Blender 2.8”: Explains old particle conversion. Still relevant despite UI changes. Helps legacy users. It bridges workflows.Though older, it covers core concepts. UI updates don’t invalidate it. Users adapt to modern Blender. It’s solid for fundamentals.
- “Blender 3.3 New Hair Tutorial”: Mentions conversion for export. Expert-made and broad. Contextualizes new system. It’s an entry to modern hair.These guides integrate conversion. They highlight export needs. Experts ensure accuracy. This suits new system users.
- Blender Studio Blog: Simon Thommes’ post on hair nodes discusses modifier application. Not conversion-focused but relevant. Offers workflow insight. It’s authoritative context.The blog explains hair workflows. Modifier advice aids conversion. Expert authorship ensures reliability. It provides system context.
- Community Wiki/Docs: Blogs or GitHub docs detail pipelines like Unity exports. Include particle conversion steps. Reflect user experiences. They complement official guides.Community docs cover niche workflows. They offer user-tested steps. This aids specific export goals. It’s practical user insight.
- Add-on Documentation: Hair Tool’s docs explain conversion utilities. Guide manual workflows too. Educates on mechanics. It’s useful for all users.Hair Tool details automated conversions. It informs manual methods. This clarifies processes. It’s educational for conversions.
Start with YouTube’s hair cards tutorial for games and Stack Exchange for specific issues. Blender Artists and docs deepen understanding of hair-to-mesh conversion.

FAQ Questions and Answers
- Can I convert Blender’s new hair curves to mesh without converting to a particle system first?
No direct conversion exists in Blender 3.x for hair curves to mesh. You must convert to a particle system first or use a Geometry Nodes workaround. Future versions may simplify this process. Currently, an extra step is required for mesh output. - Do children hairs get converted when turning hair into mesh?
Yes, visible child hairs convert to geometry, increasing strand count. High child counts can inflate polycount significantly. Reduce Display Amount before conversion to manage this. This controls the mesh’s complexity effectively. - Why did my converted hair mesh disappear or turn into a single point?
This occurs if Geometry Nodes instances aren’t realized. Without a Realize Instances node, applying the modifier discards instanced geometry. Use the particle system method or realize instances. This ensures actual geometry in the mesh. - My hair curves had a curl modifier, but after conversion the mesh hair is straight. What happened?
Unapplied Curl modifiers aren’t read during conversion. Convert to Particle System uses base curves, ignoring modifications. Apply modifiers to bake the styled shape first. This ensures the mesh matches the curled hair. - Is there an automated tool to convert hair to low-poly hair cards?
Hair Tool and similar addons automate hair particle conversion to textured hair cards, including UV setup. Manual methods use Particle Instance or Geometry Nodes. Addons streamline the process significantly. They save time for game-ready hair. - How do I export Blender hair as curves (for engines like Unreal) instead of mesh?
Export hair as Alembic (.abc) after converting curves to particles if needed. Alembic supports hair as curve strands for Unreal’s groom system. This avoids mesh conversion entirely. It suits engines that handle strand curves. - After converting hair to mesh, how do I reattach it to my character?
The hair mesh is a separate object needing alignment. Parent it to the character’s head bone or object using Ctrl+P in Blender. For rigging, use Armature Deform. Parenting ensures it moves with the character. - My mesh hair looks too uniform. How can I add variation?
Add variation with noise textures for strand width or color. Manually adjust strands or use proportional edit for randomized tips. A Displace modifier with cloud texture adds subtle vertex randomness. These methods create a natural, varied look. - The converted hair mesh has odd black artifacts in Unity/Unreal. How do I fix that?
Black artifacts stem from normals or transparency issues. Use two-sided materials or correct normals in the engine. In Blender, apply Shade Smooth, Edge Split, or Weighted Normal before re-exporting. Adjust import settings to preserve normals. - Can I convert Blender’s old particle hair system into the new hair curves system or mesh?
Old particle hair converts to new curves via Particle Edit’s converter or directly to mesh. For mesh, skip curves and convert directly. Two paths exist: direct to mesh or via new curves. The direct route is simpler for mesh output.

Conclusion
Converting Blender’s hair curves or geometry nodes-based hair to mesh involves multiple steps to enable export and editing beyond native systems. Start by converting new hair curves to a particle system, then to mesh, or use Geometry Nodes with Realize Instances and Curve to Mesh for procedural setups.
Apply modifiers and transforms beforehand to preserve strand shape and thickness, using bevels or Skin modifiers for realism, and optimize with decimation or hair cards for real-time use. Compared to the old particle system, new curves require an extra conversion step. This process allows game-ready assets, sculptable hair, or stylized renders, making hair versatile outside Blender. Future updates may simplify this, but current steps ensure exportable, editable mesh hair for Unreal, Unity, or sculpting.
Sources and Citation
- Blender Artists Community – “New hair types curves, convert to mesh, doesn’t seem to work?” (Dec 2022) – Blender Artists – New Hair Types Curves
- Blender Stack Exchange – “How do I convert hair curves to hair particle system on a mesh…?” – Blender Stack Exchange – Convert Hair Curves to Particle System
- Blender Artists Community – “3.3 Hair to mesh” (Sept 2022) – Blender Artists – 3.3 Hair to Mesh
- Blender Stack Exchange – “Convert Hair Curves to Bezier Curves” (Jun 2023) – Blender Stack Exchange – Convert Hair Curves to Bezier Curves
- Blender Stack Exchange – “How do you change hair particles into a mesh without thickness going away?” (Jul 2021) – Blender Stack Exchange – Hair Particles to Mesh with Thickness
- Blender Studio Blog – “Procedural Hair Nodes” by Simon Thommes (Feb 2023) – Blender Studio Blog – Procedural Hair Nodes
- Personal Blog (Scthe’s blog) – “Using Unity’s strand-based hair package” (Nov 2023) – Scthe’s Blog – Unity Strand-Based Hair
- Blender Artists Community – “Make fur mesh” (Oct 2020) – Blender Artists – Make Fur Mesh
- YouTube – “Converting Hair curves into Hair cards in Blender 3.6+” – YouTube – Converting Hair Curves to Hair Cards
- Blender Manual – Curves Sculpt Mode Introduction – Blender Manual – Curves Sculpt Mode
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