yelzkizi Hair Cards in Blender: Complete Guide to Creating Game-Ready Hair for Characters

What are hair cards and why are they used in Blender?

Hair cards are flat polygon strips with transparent hair textures, simulating hair clumps for real-time game characters. They use fewer polygons than individual hair strands, balancing visual realism with performance efficiency. Popular in games, these mesh strips with alpha textures render hair convincingly in engines like Unity and Unreal. Blender employs hair cards for game-ready assets, as its particle hair system, ideal for offline rendering, isn’t directly compatible with game engines. Converting particle hair to mesh cards ensures efficient rendering in real-time applications. Hair cards are thus essential for creating natural-looking, performance-friendly hairstyles in games and VR.

How do I create hair cards in Blender for real-time characters?

Creating hair cards in Blender requires a structured process of modeling, texturing, and strategic placement to achieve game-ready hair. Below is a concise overview of the workflow:

  • Design & References: Begin by gathering reference images to understand the hairstyle’s flow, parting, and clumping patterns. These references guide card placement, helping define sections like bangs, sides, and crown while ensuring the overall shape aligns with the desired style.
  • Create Hair Textures: Generate hair strand textures with albedo and alpha maps by rendering a patch of particle hair orthographically in Blender. This creates a clumped strand texture with transparency, tailored to the hairstyle, though painting or photo-based textures can also be used.
  • Modeling Hair Card Strips: Model narrow, subdivided planes as hair cards, applying the hair texture with UVs aligned to position strands along the length. These planes, representing hair locks, can be duplicated or created using curves for efficiency.
  • Placement on the Scalp: Position hair cards on the character’s head, starting with lower layers and moving outward, aligning with hair flow like partings or hairlines. Use Blender’s tools to place cards just above the scalp, ensuring full coverage with minimal cards for performance.
  • Layering and Refinement: Arrange cards in overlapping layers to replicate natural hair volume, using smaller strips for wisps at the hairline. Adjust card size, tilt, and curve to ensure smooth flow from the scalp without penetrating the head model.
  • Final Touches: Evaluate the hairstyle from all angles, removing unnecessary cards to optimize polycount. Fine-tune card shapes, ensure consistent normals for smooth lighting, and apply a two-sided, anisotropic material with the hair texture for realistic rendering.
Yelzkizi hair cards in blender: complete guide to creating game-ready hair for characters
Hair cards in blender: complete guide to creating game-ready hair for characters

Can Blender be used to generate hair cards for games like Unreal Engine or Unity?

Yes. Blender is a powerful tool for generating hair cards that can be used in real-time engines such as Unreal Engine or Unity. In fact, using Blender to create game hair and then exporting it is a common pipeline for indie and even professional game developers. The key is to ensure the hair is converted to a mesh-based form (hair cards), since game engines cannot interpret Blender’s native hair particle systems.

  • Create and Prepare in Blender: Blender allows modeling and grooming hair cards as mesh strips with UVs and transparent textures, using Eevee or Cycles to preview and refine their appearance for real-time engines. Materials typically use alpha masks to simulate hair strands effectively.
  • Convert Any Non-Mesh Hair to Mesh: Particle or curve-based hair must be converted to mesh cards using Blender’s Convert function or add-ons, transforming strands into polygon strips. This ensures game engines can process the hair as standard mesh geometry.
  • Export from Blender: Hair cards are exported as FBX or glTF, including normals, UVs, and alpha textures, with modifiers applied and hair joined or parented to the head bone. Proper texture assignment ensures seamless integration into game engines.
  • Import into Unreal or Unity: Import FBX into Unreal or Unity, creating a masked (Unreal) or cutout (Unity) material with double-sided rendering, using the alpha texture for transparency. Adjust alpha clipping and disable shadow casting for fine strands to optimize rendering.
  • Game-Engine-Specific Tweaks: Unreal benefits from disabling shadows on fine cards or using dithered opacity, while Unity requires enabling alpha clipping and adjusting cutoffs to avoid halos. Both engines use mipmapping and anisotropic filtering to minimize texture shimmering for high visual fidelity.

How do I model hair strands or strips as cards in Blender?

In Blender, modeling hair strands as flat cards involves creating mesh strips that carry hair textures. Several techniques can achieve this, each balancing control and efficiency.

  • Plane Extrusion Method: Begin with a plane, scaled into a narrow rectangle. Add subdivisions for flexibility, then extrude it along a curve to mimic a hair strand’s shape. Align UV coordinates so the texture’s root and tip match the plane’s ends. This manual method offers precise control over each hair card’s shape.
  • Bezier Curves to Cards: Shape a Bezier Curve to define a hair strand’s path, then convert it to a mesh strip using a rectangular bevel object or add-ons for automatic lofting. This approach simplifies shaping, as curves are easier to manipulate than meshes. After conversion, the result is a polygonal strip following the curve.
  • Array and Curve Modifier: Create a small rectangular strip, apply an Array modifier to repeat it, and use a Curve modifier to bend it along a guide curve. Taper the strip for a narrower tip, then apply modifiers to finalize the curved mesh. This method is efficient for generating multiple cards with consistent shapes.
  • Sculpting/Grease Pencil Blockout: For complex hairstyles, sketch hair clumps using grease pencil or sculpting, then retopologize into strips. This freeform approach helps plan hair layout before modeling cards, offering flexibility for unique designs.

Hair cards should remain low-poly, often just a quad for straight strands or 3–5 segments for curves. Taper ends via geometry or texture alpha for natural blending. Ensure slight thickness or double-sided shading to avoid visual issues, typically handled by shaders in game engines to save polygons. Proper UV orientation is critical for correct texture flow.

Yelzkizi hair cards in blender: complete guide to creating game-ready hair for characters
Hair cards in blender: complete guide to creating game-ready hair for characters

What is the best way to use hair cards on a 3D head in Blender?

Placing and styling hair cards, or “grooming,” is key to realistic hairstyles. Established practices ensure natural placement and coverage.

  • Work in Layers/Sections: Divide the hairstyle into layers: base (scalp coverage), middle (volume), outer (shape), and stray strands. Start with the base to prevent bald spots, then add volume and detail layers. This organized approach ensures even coverage and manageable styling.
  • Follow Hair Growth Direction: Align each card with the scalp’s natural hair flow, such as radiating from the crown or sweeping back at the forehead. Position the card’s root at the scalp and its tip where hair naturally falls, mimicking real hair patterns for a cohesive look.
  • Overlap and Spacing: Slightly overlap cards like shingles for continuity, avoiding gaps that reveal the scalp. Prevent excessive overlap to minimize z-fighting or dark patches from stacked translucent textures. Regularly check the model from all angles to ensure seamless coverage.
  • Vary Card Placement for Natural Look: Slightly vary card size, tilt, and orientation to avoid uniformity. Rotate some cards for twists or stagger lengths to break up edges, creating a more organic, realistic hairstyle with subtle variations.

How do I unwrap and UV hair cards properly in Blender?

Proper UV unwrapping ensures hair textures align correctly on cards, preventing skewed or distorted strands.

  • Planar UV for Straight Strands: Unwrap each card into a rectangular UV island matching its shape, aligning the long axis with the texture’s hair strands. Use view projection or standard unwrap for straight cards to achieve a clean, rectangular UV layout that maps root to tip.
  • Maintain Aspect Ratio: Ensure the UV island’s width covers a few texture strands and its length spans root to tip without stretching. Adjust scaling in Blender’s UV editor to keep strands proportional, avoiding overly thick or thin appearances.
  • Straighten UV Islands: For curved card meshes, straighten UVs to map straight texture sections. Pin root and tip vertices or use add-ons like UV Squares to align UVs, ensuring strands appear straight in UV space despite mesh curvature.
  • Consistent Orientation: Orient UVs consistently, with the bottom as the root and top as the tip, to maintain texture gradients (e.g., color or alpha). This ensures uniform application across cards, especially for root-to-tip effects like fading tips.
Yelzkizi hair cards in blender: complete guide to creating game-ready hair for characters
Hair cards in blender: complete guide to creating game-ready hair for characters

How do I apply hair textures and alpha maps to hair cards in Blender?

Applying hair textures with alpha transparency to hair cards in Blender is essential for creating realistic hair from flat polygons. Below is a summarized guide, retaining key details and structure.

  • Create a Material: In Blender, assign a new material to your hair card mesh using a Principled BSDF or Diffuse shader. Add an Image Texture node and load a hair strand texture with an alpha channel (e.g., PNG/TGA). This texture defines the hair’s appearance and transparency.
  • Base Color and Alpha: Connect the texture’s color output to the Base Color input of the Principled BSDF and the alpha output to the Alpha input. For Eevee, enable “Alpha Clip” or “Alpha Hashed” in material settings; for Cycles, use the alpha input or mix with a Transparent BSDF. This ensures transparency is rendered correctly.
  • Alpha Blend Mode (Eevee): In Eevee, set the material’s Blend Mode to “Alpha Hashed” or “Alpha Blend” in the Settings panel to display transparency. Alpha Hashed handles sorting better, while Alpha Clip creates crisp edges. In Cycles, increase transparent bounces (e.g., from 8 to 16) for layered hair visibility.
  • Two-Sided Display: Ensure hair cards are visible from both sides. In Cycles, polygons render both sides by default. In Eevee, enable “Show Backface” in material settings or use the Principled BSDF’s Backface output to apply the same shader to both sides, avoiding geometry duplication.
  • Alpha Map / Opacity Mask: Verify the texture’s alpha channel is correctly interpreted. For PNGs, Blender handles this automatically; for separate opacity maps, plug the mask into the alpha input and set the color space to Non-Color. This defines transparent areas.
  • Additional Maps:
    • Normal Map: Use a normal map to simulate depth on flat cards. Load it via an Image Texture node (set to Non-Color), connect to a Normal Map node, then to the Principled BSDF’s Normal input for lighting variation.
    • Specular/Gloss/Anisotropy: Simulate streaky hair highlights using the Principled BSDF’s Anisotropic parameter (set to 1) or the Principled Hair BSDF in Cycles. Adjust glossy values or use a flow map for advanced effects.
    • Root-to-Tip: Apply a root mask texture to darken roots. Multiply it with the base color or use it to adjust color gradients for realistic shading.
  • Assign Material: Ensure all hair cards share the same material. If duplicated from one card, they inherit it; otherwise, manually assign it to apply shader tweaks uniformly.
  • Viewport Display: In Blender’s Solid view, enable Textured Solid and Alpha Blend in viewport shading settings to preview transparency. Use Material Preview or Rendered view for accurate alpha display.

After setup, hair cards should resemble real hair. Adjust texture brightness, normal maps, or anisotropy if they appear flat. For alpha sorting issues in Eevee, use Alpha Hashed or Alpha Clip to fix incorrect layering or black outlines. Test with lighting to ensure highlights enhance realism.

Can I Use Blender’s Particle Hair to Guide Hair Card Placement?

Blender’s particle hair system (legacy or new hair curves) can guide hair card placement, combining intuitive grooming with low-poly card output.

  • Particle Instance Modifier Method: Create a particle hair system on the scalp and comb it into the desired style. Use a Particle Instance modifier on a hair card object, targeting the hair system with “Create Along Paths” enabled. This instances cards along each strand, deforming to follow the groomed paths. Adjust settings like “Keep Shape” for proper alignment. This method allows combing cards like particle hair, saving time.
  • Converting Particle Hair to Curves/Mesh: Comb the particle hair, then convert it to curves or mesh via the Modifiers panel. Use these curves with geometry nodes or add-ons (e.g., Daniel Bystedt’s tool) to generate card geometry along each curve. Each curve becomes the centerline of a polygon strip, automating card creation.

Particle hair simplifies shaping hairstyles compared to manual card placement. Adjust the number of particle guides based on card size (fewer for larger cards). For the Particle Instance method, ensure proper card orientation using rotation settings. The new hair system supports similar guiding via geometry nodes. Convert the final setup to mesh for game engine compatibility.

Yelzkizi hair cards in blender: complete guide to creating game-ready hair for characters
Hair cards in blender: complete guide to creating game-ready hair for characters

How Do I Convert Particle Hair to Mesh or Cards in Blender?

Converting particle hair to mesh or hair cards is necessary for game-ready assets or further editing.

  • Direct Convert to Mesh: For legacy particle hair, select the scalp, and click “Convert” in the Modifiers tab. This turns strands into curves or edge-based mesh. Apply a Skin modifier or extrude faces to create card width, as conversion alone produces poly lines.
  • Converting Hair to Curves: In Blender 3.3+, the new hair system converts to curve objects. Use geometry nodes or add-ons (e.g., Daniel Bystedt’s setup) to generate polygon strips along curves, aligning and twisting cards correctly.
  • Using Add-ons (HairNet): The HairNet add-on converts particle hair to mesh ribbons or vice versa. Updated versions support Blender 2.80+. It’s useful for specific workflows but may be unnecessary with newer tools.
  • Manual Card Placement: After converting hair to curves, manually create planes and use a Curve modifier to align them along curves. This labor-intensive method offers precise control, allowing selective card placement.

Only parent strands convert, ignoring children for density. Join resulting meshes into one object for easier management. Optimize high-poly geometry by decimating edge loops if needed. Post-conversion, tweak cards (e.g., combine, delete, adjust widths), UV unwrap, and texture for a polished result.

Are there any Blender add-ons to speed up hair card creation?

Several Blender add-ons streamline the creation of hair cards, tackling tasks like card generation, styling, and texture baking. These tools, ranging from free geometry node setups to paid solutions, enhance efficiency in hair card workflows. Below is a summarized overview of key add-ons and resources, preserving all essential details.

  • Hair Tool (by Bartosz Styperek): This paid add-on is a comprehensive solution for hair card creation, widely used in game studios. It enables interactive grooming, allowing users to draw hair strands or use curve guides to generate cards, with tools for combing, clumping, and editing. Hair Tool automates UV unwrapping, bakes textures from particle hair, and supports rigging with bones for physics. With over 30 hairstyle presets, it covers modeling, texturing, and animation, making it ideal for professional workflows.
  • Daniel Bystedt’s Hair Cards from Curves: Released in March 2024, this free Geometry Nodes setup for Blender 3.6+ converts curve-based hair into hair cards. Users groom with Blender’s new hair system, then apply the node group to generate polygon strips aligned to the scalp. Adjustable sliders allow tweaking card appearance and fixing artifacts. It’s a valuable, open-source tool for those comfortable with Blender’s curve system.
  • VFX Grace “3D Hair Brush”: Part of a paid add-on suite, this tool converts particle hair into hair cards with a single click. It supports baking particle hair materials into textures, with settings for texture variation to add randomness. Ideal for users already using VFX Grace’s grooming brushes, it simplifies the transition from grooming to card generation. Its user-friendly approach suits artists seeking quick conversions.
  • HairNet: An older, free add-on, HairNet generates particle hair systems from modeled strips or curves. Though updated for Blender 2.9, it’s been largely surpassed by modern tools like Bystedt’s nodes. It remains a basic option for initial card generation but lacks the advanced features of newer solutions. Users may prefer it for simpler projects or legacy workflows.
  • Pixel Hair (YelzKizi’s PixelHair assets): Not a generator but a library of pre-made hairstyles, PixelHair provides ready-to-use hair assets for quick integration. Users can import and tweak these hairstyles, converting them to cards using other tools. It speeds up workflows by offering high-quality starting points. It’s especially useful for artists prioritizing efficiency over custom creation.
  • Other Geometry Nodes Setups: Community-shared geometry node setups enable procedural hair card creation, such as instancing planes along curves. These require technical knowledge but allow custom solutions. Techniques using orientation maps for card distribution are also available, offering flexibility for node-savvy users. They’re ideal for experimental or bespoke workflows.

These add-ons automate tedious tasks like UV unwrapping and texture baking, letting artists focus on creative styling. Options range from free nodes for budget-conscious users to paid tools like Hair Tool for professional pipelines, ensuring flexibility based on skill level and project needs.

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

How can PixelHair be used in Blender to generate, manage, and style hair cards more efficiently?

PixelHair, a library of pre-made 3D hairstyles by YelzKizi, accelerates hair card workflows by providing ready-to-use hair assets. These hairstyles, built with Blender’s particle hair system, can be customized and converted into hair cards, saving significant grooming time.

  • Import Ready-Made Hair: PixelHair assets include a hair cap mesh with a particle hair system, complete with textures and materials. Users can import these into a scene and use a shrinkwrap modifier to fit the cap to any character’s scalp. With approximately 18k polygons, the assets are versatile for various head shapes. This quick setup delivers a professional hairstyle ready for further tweaking.
  • Customization and Styling: Imported PixelHair assets are fully editable in Particle Edit mode, allowing users to comb, cut, or add volume by adjusting hair settings. For example, users can modify braid patterns or change material colors to match character designs. This flexibility transforms a pre-made hairstyle into a tailored solution. PixelHair’s high-quality baseline simplifies the styling process significantly.
  • Efficiency in Generation: While PixelHair provides particle hair, users can convert these grooms into hair cards using add-ons like Hair Tool or VFX Grace. The pre-groomed hairstyle eliminates the need to create a convincing style from scratch, streamlining the card generation process. Users focus on technical conversion rather than labor-intensive grooming. This approach ensures efficiency in game-ready workflows.
  • Managing Complexity: PixelHair assets, designed for realism, may include many strands for volume, which can impact performance. Users can reduce particle counts or children hairs to optimize for game engines while preserving the hairstyle’s shape. The included realistic textures can be repurposed for hair cards, maintaining visual quality. This balance ensures compatibility with performance constraints.

What is Hair Tool in Blender and how does it help with hair cards?

Hair Tool, a paid Blender add-on, is a versatile tool for creating, texturing, and rigging hair cards. It automates complex tasks, making it a staple in game hair production, including at studios like Ubisoft and EA.

  • Generating Hair Cards Procedurally: Hair Tool generates hair cards from curves drawn on the scalp or particle hair systems, using geometry nodes for non-destructive edits. Users can adjust parameters like card width or segment count, enabling rapid creation of multiple cards. This automation simplifies the initial modeling phase. The procedural approach ensures flexibility throughout the workflow.
  • Interactive Grooming and Modeling: The add-on offers intuitive grooming tools to comb and clump hair cards, mimicking particle hair styling. Features like interactive combs allow users to shape multiple cards efficiently, speeding up the styling process. These controls make grooming more accessible than manual vertex adjustments. Artists can achieve natural looks with minimal effort.
  • UV Mapping Automation: Hair Tool automates UV unwrapping, flattening and packing card UVs into a texture atlas, with support for multi-tile setups. Users can choose manual or automatic UV arrangement, eliminating the need to unwrap each card individually. This saves significant time in preparing cards for texturing. The streamlined process ensures texture alignment.
  • Texture Baking: Hair Tool’s built-in baker generates texture passes (diffuse, normal, alpha, etc.) from particle or curve hair, creating custom strand atlases. Users can groom a small hair patch and bake it into a unique texture, with customizable channel packing. This feature removes the need for manual texture compositing. It delivers tailored textures efficiently.

These features make Hair Tool a comprehensive solution, guiding users from initial card creation to a fully textured and rigged hairstyle. Its intuitive UI and compatibility with Blender’s new hair curves system enhance its utility, reducing manual effort and empowering artists of all skill levels.

Yelzkizi hair cards in blender: complete guide to creating game-ready hair for characters
Hair cards in blender: complete guide to creating game-ready hair for characters

How do I bake hair textures and normals for hair cards in Blender?

Baking hair textures and normal maps is essential for creating detailed hair cards in Blender, providing depth and lighting information from high-detail hair. Below is a summarized process:

  • Hair Strand Source Setup: Create a high-resolution hair source using particle hair or dense geometry on a small plane. Style the hair into a tuft, combing strands to mimic real hair, arranged to fit the card’s UV space. This “hair clump” patch will be rendered into a texture. Ensure strands are roughly parallel with slight variations for realism.
  • Orthographic Camera Setup: Position an orthographic camera to view the hair clump without perspective distortion, using a transparent background. Employ three-point lighting or an HDR for diffuse/color capture, and use a normal shader for normal map baking. Proper lighting ensures accurate color and depth information.
  • Diffuse/Albedo Baking with Alpha: Render hair particles with high samples to create an RGBA diffuse texture, or use Blender’s Bake function. Apply a colored material to hair strands and a transparent material to the plane. Use Cycles with a transparent background, baking only color for a flat diffuse map. The result is an RGBA image with RGB for color and alpha for transparency.
  • Normal Map Baking: Convert hair strands to a mesh with thickness and bake a normal map onto a flat plane. Use Cycles’ “Normal” bake in Tangent space, selecting the low-poly plane and high-poly hair. Adjust ray distance to avoid artifacts from thin strands. Alternatively, render a normal pass with a Normal node, though baking is more straightforward.

How do I simulate hair movement using card-based hair in Blender?

Simulating movement for card-based hair enhances animation realism, responding to motion or forces like wind. Since hair cards are meshes, cloth, soft-body physics, or bone rigs are used:

  • Cloth Simulation: Combine hair cards into one mesh, apply a Cloth modifier, and pin root vertices to the scalp using a vertex group. Adjust stiffness for minimal stretching but flexible bending, and lower mass for gravity-driven motion. This suits medium to long hair, behaving like cloth ribbons, with damping to reduce excessive jiggle.
  • Soft Body Simulation: Apply Soft Body physics, fixing root vertices with a goal weight of 1, allowing the rest to move flexibly. Soft bodies mimic floppy plates, but cloth is often preferred for its intuitive bending controls tailored to hair-like motion. Tuning is critical to achieve natural swaying without crumpling.
  • Bone Rig with Physics: Rig hair cards with 2-3 bones per card (root, mid, tip) and use Rigid Body, Spring constraints, or add-ons like Bone Dynamics for motion. Hair Tool can automate bone chain creation and jiggle simulation. This method offers precise control per strand, ideal for detailed animations.
  • Wind and Collision: Add Wind force fields for dynamic effects, increasing simulation steps for stability. Enable Collision on the body mesh to prevent hair cards from passing through, ensuring realistic draping. Be cautious, as many collisions can slow simulations significantly.
Yelzkizi hair cards in blender: complete guide to creating game-ready hair for characters
Hair cards in blender: complete guide to creating game-ready hair for characters

Can I export Blender hair cards to Unreal Engine or other real-time engines?

  • Hair cards, as mesh geometry with textures, export smoothly from Blender to Unreal Engine or Unity. Below are key steps for successful export:
  • Mesh Preparation: Convert hair cards to mesh objects, applying all modifiers (e.g., Array, Mirror). Optionally join cards into one mesh for simpler export and material assignment, though multiple objects work too. Ensure the mesh is finalized for engine compatibility.
  • UVs and Materials: Verify proper UV mapping for texture application. Assign the hair texture material, noting that multiple materials create multiple submeshes. Game engines rely on UVs to map textures accurately, so precision here is crucial.
  • FBX Export: Export as FBX, selecting hair cards and including Normals and UVs. For rigged hair, export the Armature and weights. Apply transforms if exporting static meshes to avoid scaling issues. FBX ensures compatibility with Unreal and Unity.
  • Engine Material Setup: In Unreal, use a Masked blend mode material, plug in the hair texture (Base Color, alpha to Opacity Mask), normal map, and enable Two-Sided rendering. In Unity, use a Cutout shader with “Alpha Is Transparency” enabled. Manually set up shaders, as FBX only carries material names.

How do I create realistic hairstyles using hair cards in Blender?

Creating a realistic hairstyle with hair cards involves strategic planning, texturing, and layering to emulate natural hair. Below are summarized tips to achieve this effect while maintaining the original structure and key details.

  • Use High-Quality Hair Textures:
    Textures drive realism in hair cards. Opt for strand textures with varied thickness, subtle color gradients, and slight sheen to mimic real hair. Incorporate highlights, lowlights, or root-to-tip gradients, ensuring high-resolution alpha for crisp strands. Quality texture packs enhance the lifelike appearance significantly.
  • Sufficient Card Density:
    To avoid a flat or chunky look, use enough hair cards for a full appearance. Multiple smaller, overlapping cards create finer details compared to fewer large ones. For example, a game character might need hundreds of cards to achieve a natural, voluminous silhouette without visible gaps.
  • Vary Card Sizes and Shapes:
    Real hair has wispy ends and stray strands. Use cards of different lengths, tapering some for layered effects. Add sparse flyaway cards to simulate stray hairs catching light. This variation breaks uniformity, enhancing realism without appearing overly frizzy.
  • Layering and Clumping:
    Group cards to mimic hair clumps, converging at tips for cohesion. Use multiple layers: an opaque underlayer for volume, finer outer layers for visible strands, and flyaways for detail. This creates depth, with inner layers adding shadow and outer ones defining the silhouette.
  • Attention to Hairline and Partings:
    Place thin cards around the hairline and partings to avoid harsh transitions. For parts, use minimal-strand textures to show scalp with crossing hairs. This ensures a natural look, especially at the forehead, temples, and nape.
  • Use Reference and Match Gravity:
    Reference real hair to capture its type-specific behavior under gravity. Cards should mimic natural flow, puffing at roots and falling with subtle curves. Slight card geometry arcs replicate weight, avoiding unnatural flatness or outward sticking.
  • Shading Realism:
    Use anisotropic highlights in materials for realistic shine, adjusted in Blender’s Principled BSDF. Normal maps add roundness to flat cards, simulating cylindrical strands. Proper shading prevents a flat appearance, enhancing volume under varied lighting.
  • Color Variation:
    Introduce subtle color differences across cards to avoid uniformity. Use vertex colors, UV gradients, or randomized texture offsets for slight brightness variations. Even minimal changes, like 5% brightness shifts, create a more natural, less artificial look.
  • Avoiding Common Uncanny Signs:
    Prevent issues like intersecting cards causing artifacts, overly symmetric placement, or angular bends from low subdivisions. Ensure alpha fades card edges to avoid visible lines. These adjustments maintain a seamless, strand-like appearance.
    • Intersection Artifacts:
      Adjust card positions to prevent Z-fighting or dark shadows. Disable shadow casting on hair materials if needed to avoid flickering or black artifacts, ensuring clean rendering.
    • Too Much Symmetry:
      Introduce slight asymmetry in card placement, even in symmetric styles. Real hair’s messiness adds authenticity, preventing an artificial, overly perfect appearance.
    • Crinkle or Kinks:
      Increase subdivisions on curved cards for smooth arcs. Low segments cause visible bends, breaking realism, especially in prominent clumps.
    • Hard Edges:
      Ensure alpha textures fully fade card edges or use overlapping cards to hide lines. Hair should appear as a continuous flow of strands, not rectangular strips.
  • Post-process and Polish:
    Add subtle translucency or subsurface effects for light diffusion, using a translucent shader in Blender for a warm glow. Match specular tint to hair color for natural highlights. Fine-tune challenging areas like bangs and crown for a polished, realistic result.
Yelzkizi hair cards in blender: complete guide to creating game-ready hair for characters
Hair cards in blender: complete guide to creating game-ready hair for characters

How do I organize layers and clumps for better hair styling in Blender?

Organizing hair cards into layers and clumps streamlines workflows and enhances realism. Below are key strategies for structuring hair in Blender.

  • Divide Hair into Logical Layers:
    Structure hair in depth-based layers from scalp outward for manageability. Work on one layer at a time to avoid overwhelm, ensuring each serves a distinct purpose. This systematic approach simplifies styling complex hairstyles. Separate collections in Blender’s Outliner aid organization.
    1. Base Layer (Scalp Coverage):
      Use short, scalp-hugging cards to cover visible skin. Focus on coverage, not style, following hair growth patterns. These cards ensure no scalp shows through, forming a foundation for other layers.
    2. Mid Layer (Volume):
      Medium-length cards build the hairstyle’s bulk and shape. These thicker clumps define the silhouette, focusing on volume over fine detail. Populate the hairstyle to establish its overall form.
    3. Top/Detail Layer:
      Thinner cards with more alpha define visible clumps and surface texture. They outline specific details, like curls, enhancing the mid layer. These cards break up outlines for a refined look.
    4. Flyaway/Secondary Layer:
      Add sparse, fine cards for stray hairs catching light. Place around edges to simulate fuzz or escaping strands. This optional layer boosts realism by softening the silhouette.
  • Group Cards into Clumps:
    Cluster cards to mimic natural hair grouping. Partition the scalp into sections, like bangs or side clumps, and place cohesive card sets per clump. Use empties or vertex groups to track sections, ensuring consistent flow within each clump.
  • Naming and Collections:
    Organize cards in Blender’s Outliner with collections like “Base Hair” or “Clump A (bangs).” This allows easy hiding or locking of layers during work. Clear naming prevents confusion, streamlining edits across complex hairstyles.
  • Using Different Materials/Textures per Layer:
    Assign distinct textures per layer, like fuzzy ones for the base and sharp ones for details. Layer-specific materials enhance depth, creating a 3D effect. This advanced technique improves visual realism when textures align with layer roles.
  • Four Quadrants Approach:
    Split the head into quadrants (front-left, front-right, back-left, back-right) for even coverage. Address each quadrant’s layers to avoid neglecting areas like the back. This ensures balanced styling and seamless blending between sections.
  • Focus on Hairline and Partitions Last:
    Style hairline and partitions after other layers, as they need context. Treat them as a separate layer with fine cards for natural transitions. This approach prioritizes broad styling first, refining details later.
  • Visually Distinct Layers:
    Temporarily assign unique colors to layers in Blender’s viewport (e.g., red for base, blue for mid) to check stacking or intersections. Revert to textures for final rendering. This visualization aids precise layer management during styling.
  • Grooming per Layer:
    Groom each layer with specific goals: base for coverage, mid for shape, top for detail. Comb layers progressively to build the hairstyle’s form. This staged approach ensures each layer contributes to the overall style effectively.
Yelzkizi hair cards in blender: complete guide to creating game-ready hair for characters
Hair cards in blender: complete guide to creating game-ready hair for characters

What are the render settings for previewing hair cards in Blender?

Configuring Blender’s render settings ensures accurate previews of hair cards, especially with alpha textures. Below are essential settings for effective visualization.

  • Eevee vs Cycles:
    Eevee offers fast, game-engine-like previews, ideal for iteration, while Cycles provides accurate lighting at slower speeds. Use Eevee for modeling and Cycles for high-quality checks. Each handles alpha differently, impacting transparency rendering.
  • Material Blend Mode (for Eevee):
    Set Blend Mode to Alpha Hashed, Alpha Blend, or Alpha Clip in Eevee’s Material Properties for proper alpha rendering. Alpha Hashed balances soft edges and minimal artifacts, mimicking game engine results. Adjust settings to avoid sorting issues.
    • Alpha Clip:
      Treats alpha as a binary mask, rendering areas opaque or transparent based on a threshold. It’s fast and suits hair strands without semi-transparency, ensuring clean, sharp edges.
    • Alpha Hashed:
      Uses dithering for semi-transparent pixels, softening edges with slight noise. Preferred for hair previews, it minimizes sorting issues and aligns with game engine alpha-to-coverage techniques.
    • Alpha Blend:
      Provides true semi-transparency but risks sorting errors, causing incorrect strand layering. Enable “Alpha Sort” to mitigate, though Alpha Hashed is often more reliable for previews.
  • Shadow Mode:
    Set Shadow Mode to Alpha Hashed or None in Eevee to avoid blocky shadows. Alpha Hashed allows light through transparent areas for soft shadows, though it may be noisy. Disable shadow casting for faster previews if needed.
  • Backface Culling:
    Keep Backface Culling off in materials to ensure hair visibility from all angles. Double-sided rendering (default in Principled BSDF) prevents strands from disappearing when viewed from the back, maintaining realism.
  • Cycles Transparency Bounces:
    In Cycles, increase Transparent Max Bounces (e.g., 16–32) in Render Properties to see through layered cards. Low bounces cause hair to appear black or opaque. High Transmission bounces support translucency effects.
  • Lighting and Anisotropy:
    Use bright, glancing lights or HDRIs to highlight hair sheen. Adjust Anisotropic in Principled BSDF with proper UV tangents for realistic shine. Test Principled Hair BSDF in Cycles for enhanced strand directionality.
  • Viewport Display Settings:
    Enable Texture and Alpha blending in Solid mode to view transparency. Material Preview mode better respects material settings, offering a more accurate preview of alpha textures during styling.
  • Transparency Anti-Aliasing:
    Increase Eevee’s render sampling or enable TAA for smoother alpha edges. Adjust viewport AA samples to reduce jaggedness, ensuring clean strand outlines in previews.
  • Depth of Field and Motion Blur:
    Test Depth of Field to ensure alpha renders correctly. Motion blur in Eevee may cause artifacts, so use Cycles for final renders with heavy blur. These settings are more relevant for final outputs than previews.
  • Final Engine Preview:
    Export to game engines like Unreal for early tests, as Blender’s Eevee with Alpha Hashed closely mimics engine results. This ensures hair cards translate well, catching issues like transparency or normal flips early.
Yelzkizi hair cards in blender: complete guide to creating game-ready hair for characters
Hair cards in blender: complete guide to creating game-ready hair for characters

How do I optimize hair cards for game performance and polycount?

Optimizing hair cards is vital for efficient performance in game engines while preserving visual quality. Key areas include polygon count, overdraw, draw calls, and texture memory. Below are strategies to achieve this, with sub-strategies for alpha and overdraw optimization.

  • Reduce Polycount per Card: Keep hair cards low-poly, using 2 triangles for straight cards or 4–6 for curves. Avoid excessive subdivisions; a straight ponytail might need only one quad. Audit meshes to remove unnecessary loops, as 100 cards with 4 triangles each save 600 triangles compared to 10 triangles each. Aim for minimal vertices that maintain the shape.
  • Cull Hidden Cards: Remove cards hidden under others or inside the mesh, as they waste triangles. Check from multiple angles to identify non-visible cards. Minimize “filler” cards in the scalp for volume if budget is tight. This reduces unnecessary geometry and improves performance.
  • Level of Detail (LOD): Create LODs for hair, with LOD1 using 50% fewer cards than LOD0 and LOD2 showing only broad strokes. In Blender, decimate geometry or manually remove fine cards for distant versions. Design hair to look good with reduced layers. LODs ensure faster rendering at a distance.
  • Atlas Textures & Fewer Materials: Use one texture atlas and material for all cards to minimize draw calls. Avoid multiple materials; ideally, use one for main hair and possibly one for hairline fuzz. Pack textures efficiently to avoid large maps. A single atlas batches draws, reducing GPU load.
  • Optimize Alpha and Overdraw: Overdraw from stacked transparent layers slows rendering, so optimize carefully.
    • Use Alpha Test (Masked): Prefer masked opacity over alpha blending for faster pixel drawing. Well-thresholded textures work best, reducing sorting issues. Masked opacity is common for hair cards, enhancing performance.
    • Avoid Extreme Layering: Use fewer, thicker cards instead of many stacked ones. Spread cards evenly to reduce layers per pixel. This minimizes overdraw and maintains efficiency.
    • Visualize Overdraw: Use engine tools like Unity’s overdraw view or Unreal’s shader complexity to identify high-overdraw areas. Adjust card placement or alpha cutoff to mitigate. This ensures optimal rendering.
    • Backface Culling: If supported, enable backface culling to halve overdraw by not drawing backfaces. This may not apply to two-sided hair but can save performance when viable.
  • Bake Lighting if Possible: For static hair, bake ambient occlusion or shadows into textures to avoid real-time costs. Many hair textures include baked AO for depth. This reduces dynamic shadow needs. It’s a performance-saving trick for static characters.
  • No Physics If Not Needed: Skip physics for stiff or short hair, using minimal animation to save CPU overhead. If physics is needed, use few simulated bones or a simplified proxy. This keeps performance lean.
  • Profile and Budget: Adhere to platform-specific polycount budgets, like 20k triangles for high-end or a few thousand for mobile. Use textures to reduce card count, combining strands on single cards. This balances quality and performance.
  • Consider Card Shape: Use triangular cards for tapering ends to save vertices, though thin triangles may affect silhouette. Balance quad and triangle use for efficiency. Small savings multiply across many cards.
  • LOD Textures: Use smaller textures (e.g., 512px) for lower LODs to save memory. Mipmaps help, but custom low-res atlases can further optimize constrained hardware. This reduces sampling costs.
  • Disable Cast Shadows on Hair: Disable shadow casting for hair to avoid expensive, grid-like shadows. Rely on texture AO and baked lighting instead. This reduces draw and shadow map costs, especially on mid-tier hardware.

These optimizations ensure hair looks convincing while running efficiently, leveraging LODs, minimal materials, and engine features to balance visual fidelity and performance.

Yelzkizi real-time hair for aaa games: full tutorial and workflow using zbrush, maya, blender, and marmoset
Hair cards in blender: complete guide to creating game-ready hair for characters

Where can I find free textures and brushes for hair card creation in Blender?

Free textures and brushes for hair cards are available across various platforms, offering high-quality assets for Blender users. Below are key sources:

  • Blender Community & Gumroad Freebies: CicieaaaVR’s free Hair Texture Pack on Gumroad offers hand-painted strand textures with alpha masks. Widely used, it includes variations in strand thickness. Download and apply in Blender, crediting the creator if required.
  • OpenGameArt and Other Repositories: OpenGameArt.org provides packs like “Hair Alphas For Days” with 85 alpha textures for painting or texturing. These black-and-white images work as brushes in Blender’s texture paint mode. They’re free for use with clear licensing.
  • DeviantArt Resources: Artists on DeviantArt share hair texture packs, like bongistka’s set with strand textures and ZBrush brushes. Search for “hair texture pack” to find free assets, often including Photoshop brushes for painting details. Verify licenses for commercial use.
  • ArtStation and Forums: ArtStation occasionally offers free hair card alpha sets, like 4096×4096 PNGs with strand variations. Polycount forums also share tips and textures in “hair cards” threads. These communities provide valuable resources and insights.
  • Texture Websites: Textures.com and 3Dtextures.me offer hair textures, some requiring a free account. Texture Haven may have limited hair samples. These sites provide strand alphas for efficient texturing.

These resources provide diffuse and alpha textures, sometimes with normals, which can be applied directly or enhanced with tools like Materialize. Always check licensing for commercial projects to ensure compliance.

What are common mistakes to avoid when working with hair cards in Blender?

Avoiding pitfalls when creating hair cards in Blender ensures realistic and efficient results. Below are common mistakes to steer clear of:

  • Using Low-Quality Textures: Blurry or low-resolution textures make hair look plastic. Use crisp, detailed textures with alpha and strand variation. Poor textures lack volume, ruining realism. Ensure textures mimic real hair clumps for close-up quality.
  • Insufficient Card Density: Too few cards create sparse, patchy hair with visible gaps. Balance density based on character importance—main characters need more cards, NPCs fewer. Overusing tiny cards harms performance. Plan for adequate coverage without excess.
  • Incorrect Card Orientation and Normals: Flipped or inconsistent normals cause shading issues or invisible faces. Check normals in Blender’s face orientation view and unify them outward. Use normal-edit modifiers to avoid lighting seams. Proper normals ensure smooth rendering.
  • Overt Intersections and Z-Fighting: Cards in the same space cause flickering (z-fighting) or dark artifacts from deep intersections. Offset duplicated cards slightly and minimize overlap. Adjust geometry to prevent black patches, especially in Cycles renders.
  • Uniform Card Size and Shape: Identical cards create a wig-like look. Vary card widths and lengths, mixing thin wisps with broader clumps. Use different strand textures or UV rotations. Variation mimics natural hair, enhancing realism.

These mistakes, from technical errors like normals to artistic issues like uniformity, can make hair cards look fake. Careful planning, testing, and iteration ensure convincing, optimized hair.

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

FAQ: Hair Cards in Blender

Below are some frequently asked questions about using hair cards in Blender, along with their answers:

  1. Can I use Blender’s new Geometry Nodes hair system to create hair cards?
    Yes, Blender’s curve-based hair system can generate hair cards via Geometry Nodes. Tools like Daniel Bystedt’s free Geo Nodes setup convert groomed hair curves into textured card strips. Groom curves intuitively, then apply the node group to create game-ready cards. This combines modern grooming with real-time compatibility.
  2. What’s a good polycount budget for hair cards on a game character?
    Polycount depends on platform and character role. Main characters on PC/console typically use 5,000–20,000 triangles, while background or mobile characters use a few hundred to 2,000. Each card is 2–6 triangles, so budget scales with card count. Test in-engine to ensure performance, using LODs if needed.
  3. How do I handle curly or wavy hair with hair cards?
    Curly hair requires curved cards shaped into spirals or corkscrews, using curve modifiers or manual twisting. Use smaller cards for volume and curly texture patterns. Arrange cards radially for tube-like curls, or convert curly particle hair to cards. Layered cards with proper textures create convincing curls.
  4. My hair cards look good in Blender, but in Unity/Unreal I see a faint outline or halo around them. What is that and how do I fix it?
    Halos result from alpha texture filtering or bright transparent backgrounds. Set transparent RGB to a hair-like color or black, and enable “Alpha is Transparency” in Unity or use Masked blend in Unreal. Adjust texture borders or use dithering to eliminate fringing. Pre-multiplied alpha ensures clean edges.
  5. Do I need to model individual strands for things like bangs or can those be texture too?
    Bangs typically use multiple thin cards with textures depicting fine strands, not individual strand modeling. Use clusters of narrow cards for piecey bangs. Model single strands only for specific animations, like tucking hair. Textures efficiently handle fine strand details for most cases.
  6. What’s the best way to create a parting (hair part) with cards?
    For hair parts, create two card sets diverging from the part line, leaving a small gap. Place tiny, flat cards with sparse strands along the part to mask the scalp. Use a textured scalp or thin “hair cap” strip for realism. Ensure cards are thin and aligned to avoid overlap.
  7. Should hair cards be one object or many objects in Blender?
    In Blender, separate card objects ease editing, allowing clump grouping or hiding sections. Combine into one mesh for export to reduce in-engine draw calls. Use Collections for organization if keeping one mesh. Separate objects offer flexibility during creation, but a single mesh optimizes performance.
  8. Are there any Blender modifiers that help with hair cards?
    Several modifiers aid hair card creation:
    • Array + Curve: Generates curved cards along paths for natural shapes.
    • Shrinkwrap: Projects card roots onto the scalp for precise alignment, using vertex groups.
    • Solidify: Adds thickness or double-sided geometry, though often unnecessary with two-sided shading.
    • Normal Edit/Data Transfer: Sets uniform normals for smooth lighting across cards.
    • Particle Instance: Instances cards on particle hair for automated placement.
  9. How do I make hair cards work with Blender’s Strand Renderer (if at all)?
    Blender’s Principled Hair BSDF is designed for particle hair, not cards, and may misalign highlights on flat cards. Use standard Principled BSDF with anisotropy for cards вместо. Strand rendering suits Cycles particle hair, not real-time card workflows. Stick to opacity-based materials for Eevee/Cycles card rendering.
  10. How can I add streaks or dyed tips to hair cards?
    Add streaks or dyed tips by editing textures to tint strands or gradient tips, using root-to-tip masks in shaders. Duplicate cards with variant textures for localized streaks, or use vertex colors to drive color mixing. Second UV channels or masks allow multi-color patterns. Plan for potential extra material costs.

Conclusion

Creating game-ready hair with hair cards in Blender involves crafting textured strips for efficient, realistic hairstyles. The workflow includes baking high-quality textures, modeling and layering cards, and UV unwrapping for natural shading, using tools like particle grooming, curve modifiers, and add-ons like Hair Tool. Optimize with reasonable polycounts, minimal transparency overlap, LODs, and atlas textures for engine performance. Balance realism and constraints by varying card sizes, aligning with hair flow, and using Blender’s new hair curves and geometry nodes for efficiency. Avoid pitfalls like improper normals or poor textures. This approach yields professional, AAA-quality hairstyles for real-time rendering.

Yelzkizi real-time hair for aaa games: full tutorial and workflow using zbrush, maya, blender, and marmoset
Hair cards in blender: complete guide to creating game-ready hair for characters

Key Takeaways:

  • Plan and Reference: Use reference images and break hairstyles into sections for clarity.
  • Tools and Workflow: Leverage Blender’s tools and add-ons, with manual tweaks for polish.
  • Texture Quality: High-quality textures with alpha and normals create the illusion of strands.
  • Optimization: Ensure low polycounts and efficient textures for smooth engine performance.
  • Avoid Pitfalls: Prevent issues like wrong transparency or seams with discussed solutions.

Sources:

  1. CG Cookie – “Creating Hair Cards for Realtime Characters” (Kent Trammell) – Course overview on using Blender curves and layers for hair cards. CG Cookie – Creating Hair Cards for Realtime Characters
  2. CG Channel – “Daniel Bystedt’s free Blender add-on creates hair cards from curves” – News on a geometry nodes tool converting new hair system to cards. CG Channel – Bystedt’s Hair Card Add-on
  3. Blender Artists Forum – Discussion on hair card techniques and tools (Hair Tool, particle instance) – Blender Artists – Hair Card Techniques
  4. CG Cookie Q&A – “Will hair export to Unreal/Unity?” – Advice on converting Blender hair to mesh and using hair cards for game engines. CG Cookie – Hair Export to Unreal/Unity
  5. Hair Tool Gumroad Documentation – Description of Hair Tool add-on features (generation, UV, baking, jiggle) – Gumroad – Hair Tool Documentation
  6. Reddit / Blender – Various threads with tips (e.g., particle instance modifier usage, hair physics suggestions, texture issues) –Reddit – r/blender
  7. Gumroad – “Hair Texture Pack Free” (CicieaaaVR) – Free downloadable hair strand textures with alpha. Gumroad – Hair Texture Pack Free
  8. OpenGameArt – “Hair Alphas For Days” – User discussion on a free pack of 85 hair alpha brushes and usage tips. OpenGameArt – Hair Alphas For Days
  9. ArtStation Blog (Maria Zatorska) – “Real-time Hair Creation Workflow” – Overview of making game hair with strips (notes on alpha textures). ArtStation – Real-time Hair Creation Workflow
  10. Blender Stack Exchange – Various Q&As on hair (baking normals from hair, UV straightening, etc.) –Blender Stack Exchange – Hair Baking Normals

Recommended

  1. How do I set a camera to render in orthographic mode in Blender?
  2. How to Add Texture to a 3D Model in Blender: A Step-by-Step Guide to Creating Stunning Materials
  3. How do I align the camera to a specific axis in Blender?
  4. How to Install and Set Up The View Keeper in Blender
  5. The View Keeper’s Best Features for Blender Animators
  6. Musgrave Texture Removed in Blender 4.1 – Workarounds and Alternatives
  7. How to Make a MetaHuman Talk: Ultimate Guide to Voice and Facial Animation
  8. How do I set up a tracking shot with a camera in Blender?
  9. How The View Keeper Improves Blender Rendering Workflows
  10. Blender Smooth Hair Curves Geometry Nodes Preset

Table of Contents

PixelHair

3D Hair Assets

Fade 009
PixelHair ready-made Top short dreads fade 3D hairstyle in Blender using Blender hair particle system
PixelHair pre-made Tyler the Creator Chromatopia  Album 3d character Afro in Blender using Blender hair particle system
PixelHair ready-made Braids pigtail double bun 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D Dreads (Heart bun) hairstyle in Blender
PixelHair pre-made Omarion Braided Dreads Fade Taper 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 ready-made female 3D Dreads hairstyle in Blender with blender particle system
PixelHair Realistic 3d character afro dreads fade taper 4c hair in Blender using Blender hair particle system
PixelHair Realistic 3d character full beard in Blender using Blender hair particle system
PixelHair pre-made Curly Afro in Blender using Blender hair particle system
PixelHair ready-made full 3D beard in Blender using Blender hair particle system
PixelHair ready-made full 3D beard 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 goatee in Blender using Blender hair particle system
PixelHair ready-made Rhino from loveliveserve style Mohawk fade / Taper 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Halle Bailey dreads knots in Blender with hair particle system
PixelHair ready-made Afro fade 3D hairstyle 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 dreads afro 3D hairstyle in Blender using hair particle system
PixelHair Realistic 3d character curly afro taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of XXXtentacion Dreads in Blender
PixelHair ready-made top four hanging braids fade 3D hairstyle in Blender using hair particle system
PixelHair pre-made Chris Brown inspired curly afro 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Rema dreads 3D hairstyle in Blender using Blender hair particle system
PixelHair Realistic 3d character afro fade 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 Realistic 3d character curly afro fade taper 4c hair in Blender using Blender hair particle system
Dreads 010
PixelHair ready-made Pop smoke braids 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of lewis hamilton Braids in Blender
Fade 013
PixelHair ready-made Afro fade 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made Braids Bun 3D hairstyle 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 Realistic Juice 2pac 3d character afro fade 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 Snoop Dogg braids hairstyle in Blender using Blender hair particle system
PixelHair ready-made dreads pigtail hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D Dreads curly pigtail bun Hairstyle in Blender
PixelHair ready-made curly afro fade 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 female 3d character pigtail dreads 4c hair in Blender using Blender hair particle system
PixelHair ready-made top bun dreads fade 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 3D KSI fade dreads hairstyle in Blender using hair particle system
PixelHair pre-made Ken Carson Fade Taper in Blender using Blender hair particle system
PixelHair pre-made Drake Braids Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Nipsey Hussle Braids in Blender
PixelHair ready-made 3D hairstyle of Dreadlocks wrapped in scarf rendered in Blender
PixelHair ready-made faded waves 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 ready-made Drake full 3D beard in Blender using Blender hair particle system
PixelHair ready-made Polo G dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D fade dreads in a bun Hairstyle  in Blender
PixelHair ready-made 3D hairstyle of Khalid Afro Fade  in Blender
PixelHair pre-made The weeknd Dreads 3D hairstyle in Blender using Blender hair particle system
PixelHair Realistic female 3d character curly bangs afro 4c hair in Blender using Blender hair particle system
PixelHair Realistic Killmonger from Black Panther Dreads fade 4c hair in Blender using Blender hair particle system
PixelHair pre-made Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made short 3D beard in Blender using Blender hair particle system
PixelHair ready-made iconic 21 savage 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 short 3D beard in Blender using Blender hair particle system
PixelHair pre-made Drake Braids Fade Taper in Blender using Blender hair particle system
PixelHair ready-made iconic Lil Yatchy braids 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D hairstyle of Nipsey Hussle Beard in Blender
PixelHair ready-made 3D  curly mohawk afro  Hairstyle of Odell Beckham Jr in Blender
PixelHair ready-made full Chris Brown 3D goatee in Blender using Blender hair particle system
PixelHair ready-made Lil Baby dreads woven Knots 3D hairstyle in Blender using hair particle system
PixelHair Realistic 3d character dreads fade taper in Blender using Blender hair particle system
PixelHair ready-made iconic J.cole dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made Afro fade 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made full weeknd 3D moustache stubble beard in Blender using Blender hair particle system
PixelHair ready-made Jcole dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D hairstyle of Lil uzi vert dreads in Blender
PixelHair ready-made 3D hairstyle of Travis scott braids in Blender
PixelHair ready-made Scarlxrd dreads hairstyle in Blender using Blender hair particle system
PixelHair pre-made Odel beckham jr Curly Afro Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D Beard of Khalid in Blender
PixelHair ready-made iconic Kodak thick black dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made Omarion dreads Knots 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D Lil Pump dreads hairstyle in Blender using hair particle system
PixelHair ready-made top woven dreads fade 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Big Sean Afro Fade in Blender
PixelHair pre-made Drake Double Braids Fade Taper in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Ski Mask the Slump god Mohawk dreads in Blender
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 ready-made pigtail female 3D Dreads hairstyle in Blender with blender hair particle system
PixelHair ready-made 3D hairstyle of Halle Bailey Bun Dreads in Blender
PixelHair ready-made 3D Rihanna braids hairstyle in Blender using hair particle system
PixelHair pre-made Chadwick Boseman Mohawk Afro Fade Taper in Blender using Blender hair particle system
Bantu Knots 001
PixelHair ready-made iconic Asap Rocky braids 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D hairstyle of Doja Cat Afro Curls in Blender
PixelHair pre-made weeknd afro hairsty;e in Blender using Blender hair particle system
PixelHair pre-made Afro Fade Taper in Blender using Blender hair particle system
PixelHair Realistic Dreads 4c hair in Blender using Blender hair particle system
PixelHair pre-made The weeknd Afro 3D hairstyle in Blender using Blender hair particle system