yelzkizi How to Create Hair Cards in Blender for Game-Ready Characters: Complete Workflow Guide

Hair cards are flat polygon strips with transparent hair textures, simulating hair clumps for real-time game characters. They use fewer polygons than individual strand modeling, balancing realism and performance. Unlike Blender’s particle hair system, which creates non-exportable strands for offline rendering, hair cards are mesh geometry compatible with game engines like Unity and Unreal. Game engines cannot process Blender’s strand data, requiring conversion to hair cards for efficient rendering. This technique is ideal for VR avatars and real-time animations, avoiding complex strand physics. Blender artists use hair cards to craft game-ready hairstyles that match AAA game quality.

What are hair cards and why are they important for game-ready characters?

Hair cards are flat 3D meshes with hair textures, using alpha maps to mimic strands. Layered together, they create realistic hair volume and flow for game characters. They’re efficient, rendering faster than individual strands, similar to foliage in game engines. Hair cards balance visual quality and performance, ideal for real-time applications. They’re widely used in AAA games for realistic hairstyles, avoiding costly strand simulation. This approach ensures convincing, animatable hair with manageable polygon counts.

What is the best workflow for making hair cards in Blender for real-time characters?

The workflow for hair cards in Blender includes key steps:

  • Planning and References: Gather hairstyle references to plan card placement. Analyze flow and clump shapes for accurate design.
  • Hair Texture Creation: Generate textures using Blender’s particle hair or external tools. Create diffuse and alpha maps for clumps.
  • Model the Hair Cards: Build planes or curved meshes for cards. Use curves or poly modeling for shaping.
  • Placement (Grooming): Position cards from scalp outward, layering for volume. Follow natural hair flow, checking angles.
  • Merging and Cleanup: Combine cards into one mesh, ensuring clean normals. Prepare for game engine export.

This process ensures efficient, realistic hair for game engines like Unity or Unreal.

Yelzkizi how to create hair cards in blender for game-ready characters: complete workflow guide
How to create hair cards in blender for game-ready characters: complete workflow guide

How do I create hair cards in Blender for use in games?

Creating hair cards involves modeling and texturing steps:

  1. Start with a Scalp Base: Duplicate head mesh for a scalp layer. Prevents gaps showing through cards.
  2. Generate Hair Textures: Bake particle hair to create strand textures. Use atlases for variety.
  3. Create a Plane for a Hair Card: Add a vertical plane, scaled to clump size. Keep geometry simple.
  4. Subdivide and Shape the Card: Add loops for curves, bend to fit head. Use modifiers for shaping.
  5. UV Unwrap the Card: Align UVs to texture, roots at bottom. Ensure proper strand mapping.
  6. Duplicate for Many Cards: Copy planes, adjust sizes, and position. Layer cards for full coverage.
  7. Apply Materials: Use alpha-enabled materials with diffuse and transparency. Set blend modes for rendering.
  8. Join and Export: Merge cards into one mesh, export as FBX/OBJ. Set up engine materials.

This method crafts efficient hair cards for game-ready characters.

How do I model hair strips and place them correctly on a 3D head in Blender?

Modeling and placing hair strips requires precision:

  1. Follow Hair Growth Direction: Orient cards to match scalp flow. Ensure natural downward or outward direction.
  2. Vary Card Sizes and Shapes: Use wider cards for dense areas, narrower for wisps. Taper tips for realism.
  3. Place from Inner to Outer Layers:
    • Inner Layer: Broad cards cover scalp fully. Use opaque textures for density.
    • Mid Layers: Medium cards build main hair shape. Define volume and flow.
    • Outer Layer: Smaller cards add detail, fill gaps. Include stray strands for realism.
  4. Adjust Card Curvature: Bend cards to hug head contours. Use modifiers for smooth curves.
  5. Overlap and Layering: Slightly overlap cards to avoid gaps. Prevent Z-fighting with offsets.

Careful grooming ensures natural, gap-free hair in Blender.

Yelzkizi how to create hair cards in blender for game-ready characters: complete workflow guide
How to create hair cards in blender for game-ready characters: complete workflow guide

How do I create realistic hair clumps and layers in Blender?

Realistic hair relies on varied clumps and layers:

  • Hair Clumps: Use cards to mimic natural hair grouping. Vary density with different textures.
  • Multiple Hair Textures (Atlas):
    • Dense Texture: Covers scalp with opaque strands. Ensures no gaps.
    • Medium Texture: Builds main hair volume. Used most frequently.
    • Light Texture: Fills gaps, adds subtlety. Enhances outer layers.
    • Small Dense Texture: Adds variation to clumps. Breaks uniformity.
    • Loose Strand Texture: Simulates flyaways, stray hairs. Enhances edges.
  • Layering: Stack cards from scalp to outer edges. Create depth with offset layers.
  • Roots and Tips Attention: Use opaque roots, wispy tips in textures. Vary card lengths.
  • Clump Shape: Twist or bend cards for natural waves. Avoid uniform shapes for realism.

These techniques produce lifelike hair cards in Blender.

What tools or add-ons can help with hair card creation in Blender?

Tools and add-ons streamline hair card creation:

  • Blender’s Built-in Tools: Particle hair aids texture baking, curves guide card shapes. Modifiers like Curve or Shrinkwrap shape cards.
  • Hair Tool Add-on:
    • Curve to Cards: Converts curves to hair card meshes. Speeds up modeling.
    • Grooming Tools: Adjusts card placement with comb-like controls. Enhances precision.
    • Texture Baking: Simplifies creating hair clump textures. Automates alpha maps.
  • PixelHair Add-on: Generates hair cards from particle systems. Offers quick texture and card setup.
  • Sculpting for Refinement: Use sculpt brushes to tweak card positions. Ensures natural flow post-placement.
  • Custom Scripts: Automate repetitive tasks like card duplication. Useful for large hairstyles.

These resources enhance efficiency and quality in Blender hair card workflows.

Pixelhair realistic female 3d character pigtail dreads 4c hair in blender using blender hair particle system
How to create hair cards in blender for game-ready characters: complete workflow guide

Can I convert particle hair to hair cards in Blender?

Blender allows converting particle hair or geometry nodes hair curves into hair cards through manual and automated methods, though no single-click solution exists in its default setup. Manual workflows involve grooming hair, converting it to a mesh, and fitting planes to clumps for cards, while baking creates textures for manually modeled cards. Automated tools like the Hair Tool add-on or geometry nodes setups streamline the process, and artists often use particle hair for texture baking before modeling game-ready cards.

  • Manual Conversion Workflow:
    1. Groom hair with particle or curves system. Style hair on the character’s head using Blender’s particle or curves system.
    2. Convert hair to mesh. Use the Convert option to turn strands into a high-poly mesh.
    3. Fit planes to clumps. Match flat planes to groups of strands to create cards.
    4. Replace strands with cards. Manually align cards to mimic the original hair shape.
  • Baking particle hair to textures: Groom a hair clump on a surface and bake it to create diffuse and alpha textures. These textures are applied to manually crafted hair cards for game use.
  • Automated / Add-on Approaches:
    • Hair Tool Add-on: Converts hair to curves and cards efficiently. Maintains links for iterative adjustments.
    • Geometry Nodes setups: Automatically converts curves to card meshes. Aligns UVs and cards to the head surface.
    • No native conversion feature: Blender lacks a direct “convert to cards” option. Custom tools or add-ons are essential for automation.
  • Why convert? Particle hair offers intuitive grooming for realistic strand layouts. Converting to cards balances artistic control with game performance, though naive conversions may produce excessive cards.
  • Another method – using curves as guides: Draw guide strands with Hair Curves to outline hair clumps. Use a curve modifier to deform planes along guides, creating cards manually.

In summary, converting particle hair to hair cards involves mesh conversion, baking, or add-ons like Hair Tool for efficiency. Artists often bake textures from particle hair and model cards separately. Automated tools simplify direct conversions, ensuring performance-friendly results for games.

How do I bake textures for hair cards in Blender?

Baking textures for hair cards in Blender involves creating 2D images like diffuse, alpha, and normal maps by rendering detailed hair setups. Below is a concise guide to the process:

  1. Create a Hair Clump to Bake: Using Blender’s particle hair or curves system, artists groom a dense hair patch on a simple object like a plane to represent a clump. This styled lock is combed to achieve the desired look for baking.
  2. Set up a Baking Plane: A flat plane is placed behind or beneath the hair strands to capture the bake, with UVs unwrapped to fill the texture space. Typically, hair is positioned upright with the plane behind or below for top-down camera baking.
  3. Lighting for Bake: An emission shader is used to bake raw hair color and alpha without lighting interference, often with white hair material for alpha masks uv. Alternatively, real hair shaders can be baked, though lighting may affect the result.
  4. Baking Process: Using Cycles, set the bake type to Diffuse (color only) or Emit, with the plane as the target and hair as the source. Select both objects, ensuring the plane has a blank image texture, then bake to capture the hair’s appearance.
  5. Alpha Bake: To create an alpha map, render hair against a transparent background or bake a black-and-white diffuse with white hair on a black background. High-res renders are often preferred over baking due to ray-based baking challenges with alpha.
  6. Normal Map Bake: Convert hair strands to mesh tubes, then bake a normal map onto the plane to add depth. Set the bake type to Normal, using the plane as the low-poly target and hair mesh as the high-poly source, though thin strands may complicate the process.
  7. Use High Resolution: Bake or render at high resolutions like 2048×2048 or 4096×4096 to capture fine hair details without aliasing. Downscaling can be done later if needed for optimization.
  8. Clean Up in Photoshop/GIMP: Post-bake, tweak images to adjust alpha for opaque roots and fading tips, remove stray pixels, or add root color variations. Additional maps like specular or roughness are often hand-tuned at this stage.
  9. Channel Packing: Combine multiple maps (e.g., alpha, AO, or flow) into RGBA channels of one image to save memory. Bake maps separately and merge them in an image editor, with tools like Hair Tool automating this process.
  10. Testing the Texture: Apply the baked texture to a plane with a transparent shader to verify its appearance. Iterate baking and tweaking as needed to perfect strand density and overall look before applying to hair card meshes.

In summary, baking hair textures in Blender uses high-density hair to generate diffuse, alpha, and normal maps for hair cards. This method ensures custom textures tailored to a character’s needs, with Blender offering robust control despite the availability of specialized tools like FiberShop.

Yelzkizi how to create hair cards in blender for game-ready characters: complete workflow guide
How to create hair cards in blender for game-ready characters: complete workflow guide

How do I export hair cards from Blender to Unreal Engine or Unity?

Exporting hair cards to game engines like Unity or Unreal involves consolidating them into a single mesh, applying transformations, and ensuring proper UVs and materials for compatibility. The process requires exporting as FBX with correct settings for normals and UVs, then importing into the engine, setting up transparent, two-sided materials, and attaching the hair to the character’s head. Scaling and positioning must be verified to align correctly, and LODs or collision setups can be added for dynamic hair. Testing in-engine with lighting ensures proper highlight behavior and avoids visual artifacts like dark patches due to incorrect normals.

  • Combine into One Mesh: Joining all hair cards into one mesh object using Ctrl+J in Blender simplifies management and ensures cohesive movement when rigged to the character. This reduces the number of objects exported, making it easier to handle in the game engine.
  • Apply Transformations: Applying scale and rotation (Ctrl+A -> Scale, Rotation) in Blender prevents export issues with size or orientation. This ensures the hair is correctly positioned on the character’s head as intended.
  • UVs and Materials: Hair cards require proper UV mapping within the 0-1 space and a single material with linked textures to minimize draw calls. Meaningful material names and applied textures ensure easy recognition in the engine.
  • Export Format: Exporting as FBX, the preferred format for Unity and Unreal, includes UVs, normals, and optional armature for rigged hair. Settings like “Export Selected Objects,” “Smoothing: Face,” and unit conversion (e.g., scale by 100 for Unreal’s centimeters) ensure compatibility.
    • Exporting only selected objects streamlines the process when hair is isolated. This keeps the file clean by excluding unnecessary elements like cameras.
    • Checking UVs and Normals under Geometry ensures these critical components transfer correctly. Disabling export of lights or cameras reduces file clutter.
    • Unit conversion adjusts Blender’s meter-based units to Unreal’s centimeters if needed. This prevents scaling issues during import.
    • Setting Smoothing to “Face” or “Normals Only” preserves custom normal edits. This maintains the intended lighting behavior in-engine.
    • Including “Armature” for rigged hair supports physics-based animations. Static hair attached to the head omits this step.
  • Import into Engine:
    • Unity: Importing the FBX into Unity creates a Mesh asset and Material, which is placed in the scene or as a child of the head. A transparent Shader (e.g., URP/HDRP Lit with Transparent or Cutout) is set, with hair texture in Albedo, normal map in Normal, and Alpha Cutoff or blend enabled, using “Double Sided” for two-sided rendering.
    • Unreal Engine: Importing the FBX with Import Normals enabled yields a Static or Skeletal Mesh. A Material with Hair Shading Model or Masked Blend Mode is created, linking alpha to Opacity Mask and normal to Normal, set to Two Sided, with adjusted Opacity Mask Clip Value for fine strands, and applied to the mesh.
    • Attaching the hair mesh to the character’s head in Unreal uses component attachment to the head bone, while Unity parents it to the head bone. This ensures proper positioning relative to the character model.
  • Check Scaling and Position: Verifying scale and position post-import corrects mismatches due to Blender’s meter-based units versus engine units. Adjusting FBX export scale or repositioning in-engine ensures the hair aligns with the character’s head without manual tweaking.
  • LOD and Collisions: Setting up LODs in-engine optimizes performance for distant views, with Unreal supporting imported or generated LODs. Dynamic hair may require physics or cloth simulation with collision setups to prevent clipping through the character.

Testing exported hair involves moving a light in-engine to check normals for correct highlights and avoid dark patches, adjusting Blender normals if needed. Unreal leverages backlighting, while Unity may require reflection probes or specular tweaks for optimal highlights, ensuring a polished final look.

Yelzkizi how to create hair cards in blender for game-ready characters: complete workflow guide
How to create hair cards in blender for game-ready characters: complete workflow guide

What are the best shading and material settings for hair cards in real-time engines?

Shading hair cards in game engines like Unreal and Unity requires careful material settings to achieve a realistic, shiny hair appearance, with Blender’s viewport offering a preview option. Recommendations include using alpha clip for transparency, enabling two-sided rendering, applying normal maps for depth, and tuning specular settings for anisotropic highlights, while ambient lighting, dithering, and shadow management enhance the final look.

  • Alpha Blending vs Alpha Test:
    • Alpha Test (Masked): Pixels are either fully opaque or transparent based on a cutoff, avoiding sorting issues and rendering faster, ideal for game hair to prevent incorrect card visibility, though low-resolution edges may appear jagged unless smoothed with Alpha-to-Coverage. Choose a clip threshold to keep thin strands visible while clipping empty space, making it the preferred method for fewer motion artifacts, as supported by Unity’s HDRP Lit shader and Unreal’s hair shading model.
    • Alpha Blend (Translucent): Blending fragments offers softer edges but introduces sorting issues and higher fill rate costs, with improvements like Alpha Hashed transparency approximating blending via dithering. Unreal’s hair shading model uses depth sorting to mitigate some transparency order issues, but alpha clip remains generally more reliable for hair cards.
  • Two-Sided Rendering: Hair cards, being single polygons, require two-sided rendering to remain visible from behind, preventing disappearance due to backface culling, enabled by checking “Two Sided” in Unreal or “Double-Sided” in Unity’s HDRP Lit shader. Duplicating and flipping normals doubles polycount, so shader-based two-sided rendering is preferred, with engines automatically handling backface normals for correct lighting in most cases.
  • Normal Maps: Baked normal maps add depth to flat hair cards, simulating strand grooves for realistic light interaction, requiring proper tangent space settings when plugged into the material. In Unreal’s hair shading, a flow map may be used instead, but default normal maps provide per-pixel lighting detail, mimicking the cylindrical nature of strands for subtle light-dark patterns across clumps.
  • Specular/Gloss (Roughness) Settings:
    • Anisotropic Highlights: Engines like Unreal’s Hair shading model and Unity’s HDRP Lit shader support anisotropic highlights, stretching specular along strands for realism, requiring a tangent map in Unity or default implementation in Unreal. These are ideal for capturing hair’s shiny, directional light reflection.
    • Specular/Roughness Maps: Without anisotropy, specular or roughness maps tuned for hair achieve sharp highlights, with low roughness (~0.2) for shine and specular color maps tinting highlights (white for dark hair, colored for lighter hair). Roughness maps can sharpen strand highlights and roughen inter-strand areas for contrast.
    • Flow Maps: Advanced hair shaders in Unreal and Unity’s HDRP use flow maps, often encoded in the normal map’s green channel, to guide anisotropic specular along strand directions, supported by direction maps in tools like Marmoset for precise highlight orientation.
  • Ambient Lighting and Backlighting:
    • Transmission/Backscatter: Unreal’s hair shading model includes backscatter for a soft glow when backlit, simulating light through hair, while Unity’s HDRP Lit offers a subsurface option or emissive tweaks to lighten dark areas. Baking and inverting AO can simulate scattering, enhancing hair’s appearance in unlit conditions with a rim light effect.
  • Dithering for LOD Transition: Dithered alpha, like Unreal’s DitherTemporalAA or Unity’s HDRP Fade mode with dither cross-fade, smooths LOD transitions or card fade-outs, preventing visual popping during level-of-detail switches for a seamless hair appearance.
  • No Shadow or Soft Shadow: Hair cards can cast harsh shadows, so disabling shadow casting or using special hair shadow shaders is common, with short hair relying on ambient scalp shadows and long hair using masked materials for thin shadows or capsule shadows in Unreal. Advanced techniques involve a simplified outer shell of duplicated cards as a shadow caster to soften shadow artifacts.
  • Blender Preview Settings:
    • Eevee and Alpha Hashed: Use Eevee with Alpha Hashed materials to mimic alpha test dithering, providing a game-like transparency preview for hair cards. This approximates engine rendering behavior for real-time feedback.
    • Backface Culling Off: Disable backface culling in Eevee to show both card sides, aligning with game engine two-sided rendering, or use the “Show Backface” option for proper transparency layering in complex setups.
    • HDRI and Hair BSDF: Add an HDRI environment for specular highlights and use a Hair BSDF or low-roughness Principled BSDF to preview anisotropy, offering a general sense of engine hair shading despite minor differences.
How to create hair cards in blender for game-ready characters: complete workflow guide
How to create hair cards in blender for game-ready characters: complete workflow guide

How do I animate or simulate physics on hair cards in a game engine?

Hair cards in game engines can be animated to move naturally with a character’s motions using several techniques, each balancing realism and performance. Below are the summarized approaches:

  • Bone Dynamics (Jiggle Bones): Rigging hair cards with bones and applying physics or animations is a common, efficient method for game hair, leveraging GPU skinning for fast performance, though it may not capture fine strand motion.
    • Ponytail or Bangs Rigging: A few bones can be placed along a ponytail or bangs, with hair card vertices skinned to them via weight painting, creating a simple rig for animation or physics.
    • Engine Physics Systems: Engines like Unreal use Physics Assets or Anim Dynamics, while Unity employs Dynamic Bones or scripts to apply spring physics, making hair bounce and lag naturally with character movement.
    • Hair Tool Add-on: Blender’s Hair Tool add-on generates bone chains with jiggle physics for hair cards, allowing artists to preview motion in Blender before exporting to engines via FBX for in-engine physics driving.
  • Cloth Simulation: Treating hair cards as cloth allows for realistic swaying and flutter, especially for long hair, by fixing scalp vertices and simulating the rest, but it’s performance-heavy and prone to clipping issues.
    • Hybrid Physics Mesh: A simplified physics mesh, like sheets or ropes, can drive hair card motion, with visual cards attached via skinning or constraints, reducing computational cost.
    • Tuning Constraints: Cloth simulation in engines like Unreal (NVCloth/Chaos Cloth) or Unity requires careful constraint tuning to prevent unrealistic stretching, ensuring natural movement.
  • Vertex Animation: Vertex shaders or morph targets apply subtle movements, such as wind effects, using noise textures to offset vertices, creating a rustling look ideal for minor, low-cost animations.
  • No Physics (Manual Animation): For short hairstyles, static hair attached to the head relies on character animations, with optional keyframed sways for medium hair in key actions like jumps, avoiding physics complexity.
  • Collision Considerations: Physics-based hair requires collision setups, such as capsules for bone dynamics or body volumes for cloth, to prevent hair from clipping through the character’s body, maintaining realism.
  • Performance: Bone-based physics is lightweight, ideal for key strands, while cloth simulation is heavier, prompting designers to use bone dynamics for performance-critical scenarios with multiple characters.
  • Attaching to Rigs: Hair cards can be integrated into a character’s skeleton by adding dedicated bones, weighted to the mesh, creating a single skeletal mesh driven by the engine’s animation blueprint for seamless physics application.

In Blender, artists can preview physics using the Cloth modifier or add-ons like Hair Tool for jiggle effects, though final tuning occurs in-engine for accurate physics behavior. In summary, hair cards can be animated effectively, typically via bone dynamics for efficient, realistic motion, such as a swinging braid, with constraints ensuring stability during fast character movements.

Yelzkizi how to create hair cards in blender for game-ready characters: complete workflow guide
How to create hair cards in blender for game-ready characters: complete workflow guide

What lighting and rendering setups help preview game-ready hair in Blender?

To preview game-ready hair cards in Blender, configure the scene to mimic real-time engine rendering with specific lighting and material settings. Below are streamlined techniques to achieve an accurate preview, ensuring hair cards align with game engine visuals like Unity or Unreal.

  • Use Eevee for Real-Time Preview: Eevee, Blender’s real-time renderer, closely mimics game engine visuals, supporting alpha blending and normal maps. Switch to Eevee’s Rendered viewport for live feedback on hair card appearance, despite slight differences from Unity or Unreal.
  • Enable Alpha Clip/Hashed: Set the hair material’s Blend Mode to Alpha Hashed under Settings for dithered alpha, resembling game alpha test rendering. This reduces sorting issues for overlapping hair cards, though it may appear noisy in the viewport, with Alpha Clip as an alternative.
  • Backface Culling: Keep Backface Culling disabled in Eevee’s material settings to render both sides of hair cards, matching game intentions for two-sided rendering. Enabling “Show Backface” ensures transparent fragments display correctly, avoiding issues with Alpha Blend mode.
  • HDRI Lighting: Apply an HDR environment texture in World settings for realistic lighting and specular highlights on hair. This replicates Unity’s skybox or Unreal’s skylight, aiding evaluation of normal maps and specular settings across multiple angles.
  • Add Key Lights:
    • Key Light: Position a sun or spotlight from the front/side to assess direct lighting on hair cards, highlighting their texture and shine.
    • Back Light: Place a light behind to evaluate alpha transparency and backscatter, crucial for realistic hair appearance in varied conditions.
    • Fill Light: Add a subtle fill light to illuminate the opposite side, with Screen Space Reflections in Eevee enhancing shine, though not fully capturing anisotropic effects.
  • Material Preview with Different HDRIs: Use Blender’s Material Preview mode to cycle through lighting setups like Studio or Outdoor, quickly testing hair under varied conditions to identify any visual flaws.
  • Shadows: Enable shadows in Eevee lights to preview hair card shadow casting, adjusting Cascade or Cube Size for resolution. Shadows may not need perfection, as game hair often omits fine shadow details, so prioritize overall hair appearance.
  • Use LookDev Tools: Eevee lacks an anisotropic hair shader, so rotate lights or the environment manually to check highlight movement on hair, ensuring normal map and specular accuracy without overcomplicating the preview setup.
  • Color Management: Switch to Standard View Transform in Color Management for raw colors closer to game engine output, as Filmic may desaturate highlights. Be mindful of differences, using Filmic for a polished Blender look if preferred.
  • Transparent Checker Issue: Avoid viewport checkerboard transparency by placing the character’s head mesh behind hair cards, ensuring proper layering and realistic overlay during previews.
  • High Quality Normals: Activate High Bitdepth Normals in Eevee settings to enhance precision when using normal maps, improving lighting detail on hair cards.

These settings provide a reliable preview of hair cards in Blender, minimizing the need for repeated engine exports. Mimic engine-specific lighting, like Unreal’s sun/sky, with a matching sun lamp and HDRI for closer alignment. Blender serves as an effective WYSIWYG tool, but always verify in the target engine due to potential shader differences.

Yelzkizi how to create hair cards in blender for game-ready characters: complete workflow guide
How to create hair cards in blender for game-ready characters: complete workflow guide

How do I make hair cards compatible with character rigs in games?

Making hair cards work with a character rig mostly involves ensuring the hair moves correctly with the character’s head (and possibly other body parts) during animation. Here’s what to do:

  • Weight to Head Bone:
    The hair mesh should be skinned to the head bone with full weight to move rigidly with head animations. Alternatively, parenting the hair object to the head bone in Blender achieves similar results without skinning.
    • If exporting as part of the skeletal mesh, weight all vertices to the head bone with 1.0 influence.
    • For physics, include hair-specific bones parented to the head in the skeleton hierarchy.
  • Avoid Weighting to Spine/Neck (usually):
    Weighting hair solely to the head bone prevents unnatural deformation during neck or spine movements. For very long hair, minimal weighting to the spine or separate bones may be used for lower sections.
  • Use Hair Bones if Needed:
    Additional bones, like those for a ponytail or front strands, can be added to the rig as children of the head bone for physics or animation. Weight painting ensures smooth skinning, and these bones must be included in FBX exports for engine use.
  • Character Creator Considerations:
    In engines like Unreal’s MetaHuman, hair is often a separate skeletal mesh attached to a head socket, requiring a compatible rig. Custom hair must match the character’s skeleton or be retargetable for seamless integration.
  • Facial Rig Interactions:
    Hair typically doesn’t react to facial bones or shape keys unless specific effects, like scalp movement for expressions, are needed. In realistic rigs, hair cards remain rigidly attached to the skull.
  • Testing Animations:
    Test animations in Blender’s pose mode or the engine to ensure hair follows head movements without detaching. Proper weighting or parenting prevents issues like hair lagging behind, resembling a loose wig.
  • Attachment Method:
    Parenting the hair object to the head bone in Blender is a simple alternative to skinning, moving the entire mesh with the head. Some engines may still require a skeletal mesh for material or physics compatibility.
  • Rigidbody Hair:
    Advanced setups may treat hair as a physics object with constraints to the head, though this is uncommon for hair cards due to complexity. Strong constraints are essential to prevent detachment during motion.
  • Morph Targets (Blendshapes):
    Blend shapes can adjust hair for specific animations, like eyebrow raises affecting the hairline, but are rarely used for game hair. They require authoring and exporting for specialized cases like hairstyle swaps.

Where can I find free or premium hair textures for use with Blender hair cards?

  • Free Resources:
    • ArtStation and OpenGameArt: ArtStation offers a free set of 8 hair card alphas with combined sheets and a color texture, ideal as a starting point for various strand patterns. OpenGameArt’s “Hair Alphas For Days” pack provides 85 CC0 PNG hair strand alphas, including black/white masks, suitable for straight, wavy, or curly styles. These resources are valuable for artists seeking cost-free texture options.
    • Blender Market Free Section or Blendswap: Occasionally, free or low-cost hair card textures are shared on these platforms, offering accessible resources for artists. Checking these sites can yield useful finds for hair card projects.
    • GameDev forums (Polycount, etc.): Polycount forums and Wiki sometimes feature shared hair texture atlases in threads, providing sample textures for community use. Searching “hair texture” on these platforms can uncover valuable resources.
    • Github/Repositories: Some free projects or academic resources include hair texture samples, but licensing must be verified to ensure legal use. Caution is needed to respect usage terms.
  • Premium Resources:
    • Blender Market / Superhive: Creators sell hair card assets and texture atlases with various colors, resolutions, and maps like normals/AO, catering to professional needs. These packs offer high-quality options for detailed hairstyles.
    • Gumroad and CgTrader: Affordable hair card and texture packs are available, with creators like YelzKizi offering sets for a few dollars, including models with repurposable textures. Prices vary based on pack size and quality.
    • Game Assets Stores: Unity Asset Store and Unreal Marketplace provide hair card texture packs or shader packs with textures, suitable for game development. These are tailored for engine integration.
  • FiberShop and Hair Strand Designer (software): FiberShop and Hair Strand Designer are tools for generating hair card textures procedurally, with affordable pricing and free demos. They enable custom texture creation, offering flexibility over limited texture packs.
  • Photographic Textures: Textures.com offers hair/fur photos that can be edited into strand alphas, providing high-res raw material for texture creation. These require additional processing to become usable hair textures.
  • Community Sharing: BlenderArtists and Reddit (r/blender, r/gamedev) communities share free hair card examples, like stylized textures from users, fostering collaborative resource exchange. These platforms are great for finding experimental textures.
  • Megascans (Quixel): Quixel’s fur and fiber scans may be adaptable for hair textures, though their suitability for strand alphas is uncertain. They offer potential for creative texture adaptation.

Using these textures: Textures may need editing, such as combining into an atlas for UV mapping, generating normal maps with tools like Photoshop’s nVidia plugin, or painting root/tip variations. Converting color textures to black and white allows in-engine tinting for flexible coloring. Always verify licenses, especially for free packs, to ensure compliance with commercial use terms and avoid reselling restrictions.

In summary, there are plenty of resources:

  • For quick free solutions, grab the ArtStation free pack or the OpenGameArt pack.
  • For high-end needs, consider FiberShop or paid packs on marketplaces.
  • Always ensure the resolution is sufficient (at least 2K for a head of hair, often 4K if you have many strands in one atlas).
  • Finally, you can also take textures from existing games for learning (some games mod communities share hair textures), but you cannot use those in your project due to copyright. Only use legitimately sourced textures for your own work.
Yelzkizi how to create hair cards in blender for game-ready characters: complete workflow guide
How to create hair cards in blender for game-ready characters: complete workflow guide

What are common mistakes to avoid when creating hair cards for game-ready characters in Blender?

When working on hair cards, there are some frequent pitfalls. Avoiding these will save you time and improve your results:

  • Using Too Few or Too Many Cards:
    • Too few: Insufficient cards result in blocky, gappy hair with a webbed appearance due to excessive alpha visibility. Use enough cards for smooth coverage and a natural silhouette.
    • Too many: Excessive cards harm performance and cause visual issues like moiré patterns or z-fighting from overlaps. Aim for a balanced count, typically 50–200 cards for a full head, depending on style.
  • Bad UV Mapping: Incorrect UV mapping stretches textures or misaligns roots and tips, causing strands to appear sideways or blurry. Ensure UVs align with strand direction and maintain consistent texel density across cards for uniform clarity.
  • Visible Seams or Edges: Opaque or abrupt card edges create noticeable lines at the hairline or outline. Use soft alpha fades at tips, intersect cards slightly with the scalp or each other, and randomize edge placement to conceal seams.
    • Use soft alpha for tips so they fade out.
    • Ensure cards intersect the scalp or adjacent cards slightly so you don’t see a clean cut edge.
    • Also, align cards so their edges aren’t all parallel and obvious. Randomize placement a bit.
  • Improper Normal Orientation: Flat card normals cause a stripy, patchy lighting effect. Edit normals to mimic head shape using tools like Blender’s Data Transfer modifier, ensuring smooth, cohesive lighting across the hair.
  • Ignoring Engine Alpha Sorting Issues: Translucent materials without proper sorting cause flickering or disappearing sections in-engine. Prefer masked materials to avoid sorting problems, use dithering for translucency if needed, and design textures to minimize layering issues.
  • Hair Floating Above Scalp or Clipping Through: Gaps between cards and scalp make hair appear to hover, while overly deep placement causes z-fighting. Position cards just below the scalp surface, using shrinkwrap in Blender to align roots accurately.
  • Unrealistic Flow: Rigid, uniform card placement looks artificial. Introduce slight random rotations, crossings, and bends, and break up the hairline with stray strands for a natural, varied flow.
  • Overusing Mirror Symmetry: Perfectly mirrored hair appears unnatural. After mirroring, tweak one side with offsets or varied cards to break symmetry and enhance realism.
  • Not Optimizing Texture Use: Inefficient UV packing or multiple texture files waste resources, while low-resolution textures blur strands. Combine textures into one or two atlases, use appropriate resolutions (e.g., 1K or 2K), and optimize UV layout.
  • Forgetting LODs/Billboards: Skipping LODs causes aliasing or performance issues at a distance. Create simplified hair models or impostors for far views to reduce flicker and maintain efficiency.
  • Neglecting Performance: Dense cards increase overdraw, slowing performance on weaker hardware. Monitor fill rate, reduce card count if needed, and use alpha clip to optimize rendering.
  • Clipping during Animation: Unconstrained physics or long hair intersects body parts during motion. Test extreme movements, adjust bone constraints or card length, and plan hair within the character’s motion range.
  • Not Considering Character Design: Hair incompatible with headgear or accessories causes clipping. Design hair to accommodate or adapt to such elements, ensuring versatility.

By addressing these pitfalls iteratively—testing in-engine and refining in Blender—you can achieve high-quality hair cards. Patience is key; avoid settling for subpar results, as careful refinement brings characters to life.

FAQ questions and answers

  1. Can I use Blender’s new Geometry Nodes Hair system to create hair cards directly?
    Blender’s new hair curves can’t directly create hair cards, but they can be converted to mesh cards using tools like Daniel Bystedt’s Geometry Nodes setup or the Hair Tool addon. The procedural strands need additional steps to become game-friendly. You can style with the new system, then convert curves to planes manually or via automation. This process ensures compatibility with game engines.
  2. Should I use “Principled Hair BSDF” shader in Blender for my hair cards?
    Avoid Principled Hair BSDF for hair cards; use Principled BSDF instead. Principled Hair BSDF suits strand rendering in Cycles, not textured cards. Principled BSDF supports normal maps and alpha, aligning with game shaders. It ensures textures display correctly on flat card geometry.
  3. How do I change my hair color easily without re-texturing everything?
    Convert hair color textures to grayscale and apply a tint in the shader. Multiply the grayscale by a color in Blender or game engines for flexible color changes. Ensure neutral brightness in the grayscale for versatility. Use a separate mask for two-tone effects like darker roots.
  4. My hair cards look too flat in lighting. How can I make them look more three-dimensional?
    Apply a normal map to simulate strand roundness and edit card vertex normals to mimic head shape. This creates a volumetric lighting effect. In Blender, align normals to the head for cohesive shading. These adjustments enhance the three-dimensional appearance of flat cards.
  5. The hair looks great in Blender, but in Unity/Unreal I see aliasing (jagged edges) on the strands. What can I do?
    Use Alpha Clipping with dithering or Alpha-to-Coverage to reduce aliasing. In Unity, enable Cutout mode and MSAA; in Unreal, use Masked mode with dithering. Ensure mipmaps are active and adjust mip bias to balance detail and smoothness. These settings minimize jagged edges in-engine.
  6. Is it better to model individual strips or model a whole chunk of hair and cut edges into it?
    Model individual strips for better control over layering and animation. Large sheets with alpha strands limit flexibility. Use medium/small cards for detail, with wider strips for bulk. Avoid single large cards for optimal rendering and fidelity.
  7. My character sometimes will be viewed very close-up. How can I ensure the hair still holds up?
    Use high-resolution (4K) textures and fine detail cards for close-up clarity. Add individual strand cards for breakup. Employ advanced shading models like Unreal’s hair shader for realism. Ensure precise card placement to maintain quality under scrutiny.
  8. Can I create curly or afro-textured hair with hair cards?
    Curly or afro-textured hair is possible with smaller cards textured for curls, arranged in clusters. Use cards for flyaways and opaque mesh for bulk. Layer short cards spherically for volume. Bake curl textures from particle systems in Blender for realistic patterns.
  9. My hair cards keep intersecting and showing flickering where they intersect – how do I fix that?
    Prevent Z-fighting by offsetting intersecting cards slightly. Avoid coplanar overlaps and use alpha clip instead of translucent materials. Adjust depth bias in-engine if needed. Careful placement and Masked mode ensure stable rendering without flicker.
  10. Are hair cards still relevant with modern tech like real-time strand hair (grooms)?
    Hair cards remain relevant due to their performance efficiency compared to strand-based hair. They suit games with multiple characters or limited hardware. Cards are easier to LOD and balance quality and cost. They’re a standard for many game scenarios despite advanced alternatives.
Yelzkizi how to create hair cards in blender for game-ready characters: complete workflow guide
How to create hair cards in blender for game-ready characters: complete workflow guide

conclusion

Creating game-ready hair in Blender using hair cards is a structured process that balances visual quality and performance. Hair cards require careful modeling, placement, and texture baking to achieve realistic hairstyles, with tools like Hair Tool or PixelHair streamlining the workflow. Key steps include UV unwrapping, alpha map management, and material tuning for engine compatibility. Testing in the target engine is crucial to resolve issues like sorting or lighting, while optimizing LODs and polycount ensures efficiency. Common pitfalls can be avoided by planning card density and referencing real hair. Blender’s robust tools make hair cards a top choice for dynamic, high-quality game hair.

sources and citation

  1. CG Channel – “Daniel Bystedt’s free Blender add-on creates hair cards from curves” (Jim Thacker, 2024) – Describes converting curve hair to card-based hair for performance.CG Channel – Bystedt’s Hair Card Add-on
  2. CG Cookie – “Creating Hair Cards for Realtime Characters” (Kent Trammell) – Course outline on hair card workflow (analysis, texture creation, grooming with curves, export).CG Cookie – Hair Cards Course
  3. 80.lv – “Creating Hair for Real-Time Game Characters” (Tutorial) – Explains planning hair strands, layering cards of different density, and workflow for placing cards from scalp outwards.80.lv – Creating Hair for Real-Time Characters
  4. 80.lv – same article – On process: “Start placing the cards from scalp… make sure you get the right volumes… time-consuming but not hard”80.lv – Creating Hair for Real-Time Characters
  5. Blender Artists Forum – “Need help making particle hair game ready” – Recommends Hair Tool addon vs. manual conversion; notes converting particle to mesh then baking as the hard way.Blender Artists – Particle Hair Game Ready
  6. Reddit (r/blenderhelp) – Baking particle hair to cards – User describes converting hair to curves, using a plane to bake diffuse and normal maps for cards.Reddit – r/blenderhelp
  7. Daz 3D Forums – “How to create Hair cards?” – Explanation of hair cards: “a hair card is a strip of geometry. UV map it… apply hair images”.Daz 3D Forums – Hair Cards
  8. Marmoset Toolbag Blog – “Character and Material Setup in Marmoset” (WiP article) – Lists texture maps used for hair cards: opacity, AO, normals, specular.Marmoset – Character and Material Setup
  9. Blender StackExchange – “Hair mesh shader issue” – Comment explains using Principled BSDF with alpha input for hair cards, instead of separate Transparent shader.Blender StackExchange – Hair Mesh Shader
  10. Blender Market (Gumroad) – Hair Tool addon description (Bartosz Styperek) – Features of Hair Tool: generate and model hair-cards, bake textures, auto UVs, generate bones with jiggle.Blender Market – Hair Tool
  11. Blender Market – PixelHair product description (YelzKizi) – Notes PixelHair uses Blender particle system, comes with a fitted hair cap and can export to Unreal/MetaHuman.Blender Market – PixelHair
  12. Epic Unreal Engine Forums – “Can someone explain how hair works for games?” – Discussion about hair cards vs groom strands, noting hair cards are common for performance (geometry is a good trade-off).Unreal Engine Forums – Hair for Games
  13. OpenGameArt – “Hair Alphas For Days” (OwlishMedia) – Free pack of 85 hair alpha textures (various styles) shared under CC0.OpenGameArt – Hair Alphas
  14. ArtStation Marketplace – “8x Hair Card Alphas” (Ryan Sainsbury) – Free hair alpha set (4K PNGs) for use in projects.ArtStation – Hair Card Alphas
  15. Polycount Forum – “Polycounts in next-gen games” thread – Examples of hair polycounts: Final Fantasy XV ~20k polygons for hair, Horizon Zero Dawn (Aloy) ~100k triangles for hair with tech strands.Polycount – Polycounts in Next-Gen Games
  16. Reddit (r/blender) – “Blender Addon – Hair Card” – Implied mention of an addon to create hair textures and speed workflow (likely referring to an external tool or approach).Reddit – r/blender
  17. 80.lv – “Hair & Fur: Procedural Hair Texture Generation Tool” (interview) – Discusses maps needed for hair shaders, importance of multiple map types (depth, anisotropy, etc.).80.lv – Procedural Hair Texture Generation
  18. Unreal Engine Documentation – Photorealistic Character (Hair) – Notes on Unreal hair shader using anisotropic specular and that hair geometry needs Hair shading model and two-sided in material.Unreal Engine – Photorealistic Character Hair
  19. Unity Manual (HDRP Hair Master Stack) – Details on hair shader in Unity’s HDRP (anisotropic highlights, etc.).Unity Manual – HDRP Hair Shader).

Recommended

  1. How to Turn a 2D Concept into a 3D Character: Start-to-Finish Workflow Using Blender and ZBrush
  2. Top 20 Ugliest Video Game Characters: A Celebration of Unconventional Design
  3. Camera View Preservation in Blender: Why Use The View Keeper?
  4. Top 10 Blender Render Farm Services for Faster, High-Quality Renders
  5. How do I create a POV shot with the Blender camera?
  6. Managing Blender Scenes with Multiple Cameras Using The View Keeper
  7. How do I create a dolly zoom effect in Blender?
  8. What Are the 7 Basic Camera Movements in 3D Animation? A Complete Guide
  9. How to Install and Set Up The View Keeper in Blender
  10. The Ultimate Guide to Hair for Games: Techniques, Tools, and Trends

Table of Contents

PixelHair

3D Hair Assets

PixelHair Realistic Juice 2pac 3d character afro fade taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made Snoop Dogg braids hairstyle in Blender using Blender hair particle system
PixelHair ready-made iconic J.cole dreads 3D hairstyle in Blender using hair particle system
PixelHair Realistic 3d character afro fade taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Khalid Afro Fade  in Blender
Dreads 010
Bantu Knots 001
PixelHair ready-made 3D hairstyle of Dreadlocks wrapped in scarf rendered in Blender
PixelHair ready-made dreads pigtail hairstyle in Blender using Blender hair particle system
PixelHair ready-made Omarion full 3D beard in Blender using Blender hair particle system
PixelHair ready-made top four hanging braids fade 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D Rihanna braids hairstyle in Blender using hair particle system
PixelHair ready-made full weeknd 3D moustache stubble beard in Blender using Blender hair particle system
PixelHair ready-made 3D fade dreads in a bun Hairstyle  in Blender
PixelHair Realistic 3d character full beard in Blender using Blender hair particle system
PixelHair ready-made curly afro fade 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D hairstyle of Nipsey Hussle Beard in Blender
PixelHair Realistic 3d character bob afro  taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made Neymar Mohawk style fade hairstyle in Blender using Blender hair particle system
PixelHair pre-made The weeknd Dreads 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made chrome heart cross braids 3D hairstyle in Blender using hair particle system
PixelHair pre-made Omarion Braided Dreads Fade Taper in Blender using Blender hair particle system
PixelHair pre-made Drake Double Braids Fade Taper in Blender using Blender hair particle system
PixelHair ready-made short 3D beard in Blender using Blender hair particle system
PixelHair pre-made female 3d character Curly  Mohawk Afro in Blender using Blender hair particle system
PixelHair ready-made Drake full 3D beard in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Nipsey Hussle Braids in Blender
PixelHair ready-made 3D hairstyle of Kendrick Lamar braids in Blender
PixelHair ready-made full  weeknd 3D moustache stubble beard in Blender using Blender hair particle system
PixelHair ready-made Afro fade 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made dreads / finger curls hairsty;e in Blender using Blender hair particle system
PixelHair ready-made Pop smoke braids 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made pigtail female 3D Dreads hairstyle in Blender with blender hair particle system
PixelHair ready-made top bun dreads fade 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Lil uzi vert dreads in Blender
PixelHair ready-made 3D hairstyle of lewis hamilton Braids in Blender
PixelHair Realistic 3d character curly afro taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made spiked afro 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D Dreads hairstyle in Blender
PixelHair ready-made iconic 3D Drake braids hairstyle in Blender using hair particle system
PixelHair ready-made Afro fade 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made Ken Carson Fade Taper in Blender using Blender hair particle system
PixelHair ready-made Polo G dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made full 3D goatee beard in Blender using Blender hair particle system
PixelHair ready-made 3D Dreads (Heart bun) hairstyle in Blender
PixelHair ready-made full Chris Brown 3D goatee in Blender using Blender hair particle system
PixelHair ready-made short 3D beard in Blender using Blender hair particle system
PixelHair ready-made Omarion dreads Knots 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D hairstyle of Halle Bailey Bun Dreads in Blender
PixelHair ready-made 3D hairstyle of Big Sean Afro Fade in Blender
PixelHair ready-made female 3D Dreads hairstyle in Blender with blender particle system
PixelHair ready-made 3D Dreads curly pigtail bun Hairstyle in Blender
PixelHair pre-made Drake Braids Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D KSI fade dreads hairstyle in Blender using hair particle system
PixelHair ready-made Vintage Bob Afro 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made short 3D beard in Blender using Blender hair particle system
PixelHair Realistic 3d character bob mohawk Dreads taper 4c hair in Blender using Blender hair particle system
PixelHair pre-made Nardo Wick Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Big Sean  Spiral Braids in Blender with hair particle system
PixelHair ready-made Braids pigtail double bun 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made The weeknd Afro 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Lil Baby dreads woven Knots 3D hairstyle in Blender using hair particle system
PixelHair ready-made iconic Lil Yatchy braids 3D hairstyle in Blender using hair particle system
PixelHair pre-made Tyler the Creator Chromatopia  Album 3d character Afro in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of XXXtentacion Dreads in Blender
PixelHair pre-made female 3d character Curly braided Afro in Blender using Blender hair particle system
Fade 013
PixelHair ready-made Jcole dreads 3D hairstyle in Blender using hair particle system
PixelHair Realistic Dreads 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D Beard of Khalid in Blender
PixelHair ready-made 3D hairstyle of Ski Mask the Slump god Mohawk dreads in Blender
PixelHair ready-made Rhino from loveliveserve style Mohawk fade / Taper 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made iconic Juice Wrld dreads 3D hairstyle in Blender using hair particle system
PixelHair pre-made Drake Braids Fade Taper in Blender using Blender hair particle system
PixelHair ready-made full 3D beard in Blender using Blender hair particle system
PixelHair ready-made iconic Asap Rocky braids 3D hairstyle in Blender using hair particle system
PixelHair Realistic 3d character afro dreads fade taper 4c hair in Blender using Blender hair particle system
PixelHair pre-made Chris Brown inspired curly afro 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Big Sean braids 3D hairstyle in Blender using hair particle system
PixelHair ready-made Long Dreads Bun 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Afro fade 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made Curly Afro in Blender using Blender hair particle system
PixelHair ready-made Rema dreads 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made short 3D beard in Blender using Blender hair particle system
PixelHair ready-made Scarlxrd dreads hairstyle in Blender using Blender hair particle system
PixelHair ready-made Braids Bun 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made iconic xxxtentacion black and blonde dreads 3D hairstyle in Blender using hair particle system
PixelHair Realistic 3d character curly afro fade taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D  curly mohawk afro  Hairstyle of Odell Beckham Jr in Blender
PixelHair ready-made faded waves 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made iconic 21 savage dreads 3D hairstyle in Blender using hair particle system
PixelHair Realistic female 3d character bob afro 4c hair in Blender using Blender hair particle system
PixelHair Realistic 3d character clean shaved patchy beard in Blender using Blender hair particle system
PixelHair ready-made dreads afro 3D hairstyle in Blender using hair particle system
PixelHair Realistic 3d character dreads fade taper in Blender using Blender hair particle system
PixelHair pre-made Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D Jason Derulo braids fade hairstyle in Blender using hair particle system
PixelHair pre-made Burna Boy Dreads Fade Taper in Blender using Blender hair particle system
PixelHair Realistic female 3d character pigtail dreads 4c hair in Blender using Blender hair particle system
PixelHair ready-made goatee in Blender using Blender hair particle system