6Stage 6 of 6

Export Game-Ready Hair Cards

Export game-ready hair cards: baked maps and meshes for Unreal Engine 5, Blender, Unity and Godot.

On this pageConfigure the exportOn this page
  1. Configure the export
  2. Mesh & texture settings
  3. Engine integration
  4. What each plan can write
  5. Troubleshooting

Stage 6 writes the assets your engine consumes. The two things worth getting right first time are scale units and which UV channel your material samples.

Configure

Configure the export

Open Export Options from the viewport toolbar. Pick an output directory, choose the texture formats and channels you want, then set the mesh mode, coordinate space and scale units.

Export Settings. Image format and map selection are at the top, mesh options below, and channel packing underneath that — one dialog covers the whole handoff.
  1. Choose the destination

    Pick a writable output directory. A read-only target is the most common cause of a partial export.

  2. Select maps and formats

    Choose which baked channels to write, and whether they go out as PNG, TGA or JPEG.

  3. Pack channels if your shader expects it

    Combine separate grayscale maps into the RGBA slots of one texture, so the engine samples fewer textures per pixel.

    A packed texture slot with independent red, green, blue and alpha sources — set these to match what your shader reads.
  4. Set the mesh mode and units

    Choose the mesh output and its scale units. Centimetres for Unreal Engine 5, metres for Blender and glTF pipelines.

    Mesh export options. Format and unit selectors apply to whichever mesh output you have chosen.
Settings

Mesh & texture settings

Scroll horizontally to view all columns.

Mesh & Texture Export Settings
Setting / OptionAvailable ChoicesFormat / UnitsTechnical Behavior & Pipeline Guidance
Mesh Export Mode3D World Space Mesh vs. UV View Space Canvas MeshAutodesk FBX (.fbx) / Wavefront OBJ (.obj)3D World Space Mesh exports physical 3D groom-card strips shaped on the scalp surface. UV View Space Canvas Mesh exports flattened 2D card topology.
Canvas Coordinate SpaceNormalized UV Space vs. Data Canvas Space[0, 1] UV Bounds / Absolute UnitsControls 2D canvas mesh vertex coordinates. Normalized UV maps vertices directly to [0, 1] UV space.
Mesh Scale UnitsMeters (m), Centimeters (cm), Millimeters (mm)1× (m), 100× (cm), 1000× (mm)Applies uniform vertex scaling on mesh export. Use Centimeters for Unreal Engine 5 or Meters for Blender/glTF pipelines.
Texture Export FormatsPNG (8-bit RGBA), TGA (Uncompressed), JPEG (High Quality).png / .tga / .jpgWrites baked texture channels to disk. Resolution is capped by your active plan tier (2K Free, 4K Personal, Professional and Studio).
Integration

Engine integration

Unreal Engine 5

  1. Import the mesh

    Import the .fbx into UE5 with Import Uniform Scale matching your exported units — 1.0 if you exported in centimetres.

  2. Configure the material

    Set Material Domain to Surface, Blend Mode to Masked orDithered Opacity Mask, Shading Model to Hair, and enableTwo Sided.

  3. Wire the channels

    Connect TexCoord[0] or TexCoord[1] to your texture nodes, matching the atlas layout you exported, then:

    • Albedo to Base Color, multiplied by a tint parameter if you need one.
    • Alpha straight to Opacity Mask.
    • Normal to Normal.
    • Direction to the Material Tangent input, which is what gives you anisotropic highlights.
    • Roughness to Roughness and AO to Ambient Occlusion.
    • RootTip to drive root darkening and tip specular shifts.

Blender and Maya

  1. Export from HairStorm

    Press Ctrl+E, choose the folder, format and resolution, then clickExport Asset.

  2. Import and check the UV Layouts

    HairStorm writes dual UV channels: UV0 for card geometry, UV1 for exact atlas sub-rectangle sampling. Confirm both survived the import.

  3. Build the material

    Assign a Principled BSDF in Blender or a Standard Surface in Maya. Add a UV Map node set toUV0 for base colour and alpha, connect Albedo to Base Color and Alpha to Alpha or Cutout, and enable two-sided rendering.

Entitlements

What each plan can write

Texture export is available on every plan up to its resolution cap. Mesh export depends on tier.

Scroll horizontally to view all columns.

Export Output Entitlement Matrix
Output DeliverableRequired Source DataEntitlement Tier AccessFeature Capability
Baked Texture MapsBaked map binary sourceAll Plans (2K Free, 4K Personal, Professional and Studio)Max Texture Resolution (2K - 4K)
Cards UV (2D Mesh) (.fbx / .obj / .glb)Generated UV Card TopologyPersonal, Professional, StudioFull 2D UV Canvas Layout Mesh Export
Hair Strands (3D Mesh) (.fbx / .obj / .glb)Procedural Hair Layer CurvesPersonal, Professional, StudioFull 3D Polygonal Hair Strands Geometry Export
Groom Cards (3D Mesh) (.fbx / .obj / .glb)Conformed Scalp Groom GeometryProfessional, StudioFull 3D World-Space Ribbon Cards Mesh Export
Troubleshooting

Troubleshooting

When an export comes out incomplete, check three things in order: the destination directory is writable, the hair layers you expected were visible during the bake, and the head surface cache had finished building before you exported a groom mesh. Re-bake if the source binaries are missing.

For detailed solutions on coordinate axis flips (Y-up vs Z-up), scale unit mismatch (centimeters vs meters), and raw binary vs texture viewer export, see our dedicated Hair Card Troubleshooting & FAQs guide.

Studio Inspector

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