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Real-Time Hair

This is a real-time hair groom created for Unreal engine.
The workflow involved sculpting base forms in ZBrush, creating hair cards in Maya using Xgen and Arnold renderer, GS Curve Tool for placing the hair cards. Textures include albedo, alpha, normal, and ID, Ambient occlusion, depth, Directions, Roots, and tips maps

Tri Count: 32K

https://www.artstation.com/chalaniw