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.
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:
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.
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.
Game Engine Handoff & Shading
Export with correct scale units, configure dual UV channel materials, prevent mipmap bleeding, and eliminate alpha sorting artifacts.
Installation, orientation & hotkeys
Foundational references to configure your workstation and memorize shortcuts before starting a project.
HairStorm installed, a head asset imported, and a project open at the right settings.
Every grooming brush, selection tool, camera gesture and shortcut at your fingertips.
The six pipeline stages
Follow the production stages in chronological sequence from strand generation to game asset export:
- Stage 1 of 6
Hair Layers for Hair Cards
Procedural strands laid out in named layers, with roots and groups assigned.
- Stage 2 of 6
Modifiers for Hair Card Strands
Shape, wave, clump and detail dialled in through a stack you can reorder at any time.
- Stage 3 of 6
Bake Hair Card Maps and UV Cards
Texture channels written from the visible layers, and card topology generated from them.
- Stage 4 of 6
Texture Filters for Hair Cards
Baked maps evaluated and adjusted without touching the source binaries on disk.
- Stage 5 of 6
3D Grooming Hair Cards on Character
Generated cards drawn and shaped directly on the character head.
- Stage 6 of 6
Export Game-Ready Hair Cards
Texture maps and meshes written to disk at the scale and format your engine expects.
Go deeper where production bites
Specialized references covering AAA hair card layering strategy, engine-specific shading, atlas padding, and immediate troubleshooting solutions.
A professional character hairstyle structure with zero scalp bleed or digital edge clutter.
Quick fixes for viewport lighting inversions, raycast caching, cm vs m scaling and mipmap bleeding.
A defensible call on cards vs strands for your character budget, and where HairStorm fits.
A UE5 hair card material wired to albedo, alpha, normal, direction flow and root-tip maps.
Hair cards rendering in Blender with dual UVs intact and alpha cutout working.
An atlas layout that survives mipmapping without color fringes or eroded strands.
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.
| Capability | Free | Personal | Professional | Studio |
|---|---|---|---|---|
| Max Texture Resolution | Up to 2K (2048×2048) | Up to 4K (4096×4096) | Up to 4K (4096×4096) | Up to 4K (4096×4096) |
| UV Cards Workspace & Edit | Locked | Included | Included | Included |
| Automatic UV Card Generation | Locked | Included | Included | Included |
| Cards UV (2D Mesh) Export (.fbx / .obj / .glb) | Locked | Included | Included | Included |
| Hair Strands (3D Mesh) Export (.fbx / .obj / .glb) | Locked | Included | Included | Included |
| 3D Grooming Workspace | Locked | Locked | Included | Included |
| Groom Cards (3D Mesh) Export (.fbx / .obj / .glb) | Locked | Locked | Included | Included |