Product documentation

Build production-ready game hair cards, one informed step at a time.

The pipeline runs in six stages: create strands, refine them, bake texture maps and generate UV cards, adjust those maps, optionally groom the cards on your character, and export. Each guide covers one stage.

Choose your path

Where do you want to begin?

Whether you need an automated PBR texture atlas, a sculpted character groom, or immediate game engine shaders, select a workflow:

Workflow 1

Texture Atlas & UV Card Generator

Generate procedural strands, apply wave and clump modifiers, and bake complete 4K PBR texture channels with conformed UV card meshes.

Workflow 2

Full 3D Character Grooming

Import a character head model, place conformed hair cards directly on the scalp manifold, and sculpt with 12 dedicated 3D brushes.

Workflow 3

Game Engine Handoff & Shading

Export with correct scale units, configure dual UV channel materials, prevent mipmap bleeding, and eliminate alpha sorting artifacts.

Getting started

Installation, orientation & hotkeys

Foundational references to configure your workstation and memorize shortcuts before starting a project.

  1. HairStorm installed, a head asset imported, and a project open at the right settings.

  2. Every grooming brush, selection tool, camera gesture and shortcut at your fingertips.

Core pipeline

The six pipeline stages

Follow the production stages in chronological sequence from strand generation to game asset export:

  1. Procedural strands laid out in named layers, with roots and groups assigned.

  2. Shape, wave, clump and detail dialled in through a stack you can reorder at any time.

  3. Texture channels written from the visible layers, and card topology generated from them.

  4. Baked maps evaluated and adjusted without touching the source binaries on disk.

  5. Generated cards drawn and shaped directly on the character head.

  6. Texture maps and meshes written to disk at the scale and format your engine expects.

Field guides & troubleshooting

Go deeper where production bites

Specialized references covering AAA hair card layering strategy, engine-specific shading, atlas padding, and immediate troubleshooting solutions.

  1. A professional character hairstyle structure with zero scalp bleed or digital edge clutter.

  2. Quick fixes for viewport lighting inversions, raycast caching, cm vs m scaling and mipmap bleeding.

  3. A defensible call on cards vs strands for your character budget, and where HairStorm fits.

  4. A UE5 hair card material wired to albedo, alpha, normal, direction flow and root-tip maps.

  5. Hair cards rendering in Blender with dual UVs intact and alpha cutout working.

  6. An atlas layout that survives mipmapping without color fringes or eroded strands.

Plan reference

Know which workflow tools are available

Plan entitlements determine maximum map resolution and feature access across the UV Cards and 3D Grooming workspaces.

Scroll horizontally to view all columns.

HairStorm workflow access by plan tier
CapabilityFreePersonalProfessionalStudio
Max Texture ResolutionUp to 2K (2048×2048)Up to 4K (4096×4096)Up to 4K (4096×4096)Up to 4K (4096×4096)
UV Cards Workspace & EditLockedIncludedIncludedIncluded
Automatic UV Card GenerationLockedIncludedIncludedIncluded
Cards UV (2D Mesh) Export (.fbx / .obj / .glb)LockedIncludedIncludedIncluded
Hair Strands (3D Mesh) Export (.fbx / .obj / .glb)LockedIncludedIncludedIncluded
3D Grooming WorkspaceLockedLockedIncludedIncluded
Groom Cards (3D Mesh) Export (.fbx / .obj / .glb)LockedLockedIncludedIncluded
Studio Inspector

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