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hair-groom

hair-groom

github.com/arjun988Creative & media1.3k264 installsUpdated 16w ago
Repository

About hair-groom

hair-groom is a character and creature hair workflow skill for game and cinematic artists. It distinguishes card-based real-time hair from curve or particle grooms and covers their production steps.

Key features

  1. 01Game hair-card workflow
  2. 02Cinematic curve and particle workflow
  3. 03Hair flow and density principles
  4. 04Atlas UV and LOD guidance
  5. 05Silhouette and scalp coverage checks

Use cases

  1. 01Create hair cards for real-time characters
  2. 02Build cinematic hair or creature-fur grooms
  3. 03Prepare a high-detail groom for card baking

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill hair-groom

After installing, type/hair-groomin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
cinematic-vs-game.md
groom-flow-regions.md
hair-card-atlas.md

Details

From the project README

Hair Groom

Believable hair flow. Scalp coverage. Cards for games. Curves/particles for cinematic.

When to Use

  • Character scalp hair, beards, brows
  • Creature fur / mane / whiskers
  • Game hair-card generation and placement
  • Cinematic curve/particle grooms

Path Decision

Target = Game / real-time  → Hair cards (+ optional proxy curves)
Target = Cinematic        → Curves or particle hair + materials
Target = Both             → High groom → bake cards / textures

Workflow (Game Cards)

Scalp mesh → Guide curves → Card strips along flow
  → Atlas UVs → Alpha/normal hair texture → LOD cards → Export

Workflow (Cinematic)

Scalp → Particle/curve groom → Clump/frizz/noise
  → Hair shader (melanin/roughness) → Render test → Cache if needed

Groom Principles

  1. Flow first — Primary direction before flyaways
  2. Density hierarchy — Dense roots, controlled tips
  3. Clumps — Hair reads as groups, not spaghetti
  4. Silhouette — Outer shape more important than strand count
  5. Scalp bleed — Avoid bald patches at hairline

Card Guidelines

LODCards (guide)Notes
Hero close-up80–200Layered shells
Standard30–80Main masses
Distant8–20Cap + few strips
  • Name: SM_HairCard_[Region]
  • Atlas: T_Hair_[Name]_RGBA (alpha in A)
  • Prefer opacity clip or hashed for Eevee preview

Naming

  • Guides: CRV_HairGuide_[Region]
  • Cards: SM_HairCard_[Region]
  • Collection: COL_Hair_[Character]

Constraints

MUST DO
  • Establish hairline and parting early
  • Match card UVs to atlas layout
  • Test silhouette from game camera angles
MUST NOT DO
  • Uniform card width everywhere
  • Skip root density near scalp
  • Over-detail flyaways before primary masses

Reference Guide

TopicReferenceLoad When
Hair Card Atlasreferences/hair-card-atlas.mdWhen needed
Groom Flow Regionsreferences/groom-flow-regions.mdWhen needed
Cinematic Vs Gamereferences/cinematic-vs-game.mdWhen needed

Comments

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