A hair texture atlas
Create several bundles, bake them into maps, and adjust their appearance. You do not need a character model.
Start with a small texture project. Then learn how to turn your textures into cards, place them on a character, and take the result to another application.
Create several bundles, bake them into maps, and adjust their appearance. You do not need a character model.
Create the atlas and matching flat cards, then place the cards in Blender or your preferred mesh application.
Start with a baked atlas and UV cards. Import a head, place cards, and build the hairstyle in manageable passes.
After the first-texture exercise, follow these lessons in order. Stop after texture export if you do not need a mesh. Groom is optional when you plan to place cards in another application.
Draw a hair bundle, adjust its density and shape, and organize roots into groups.
Build a simple clump-and-wave treatment and learn when to use each modifier.
Choose maps, run a bake, and fit editable cards around the baked hair.
Inspect the bake, adjust color and contrast, and export your edited maps.
Import a head, place your first card, and build a hairstyle with placement and brush tools.
Choose the right output, save it to a folder, and check it before handoff.
Find the default controls for each workspace, including camera navigation and grooming gestures.
Plan coverage, main shapes, smaller locks, and flyaways without adding detail too early.
Check unavailable tools, missing maps, dark cards, export differences, and autosaves.
Understand the difference between the hair you create on the canvas and the cards you place on a character.
Export a groom, check its size, and set up a basic visible hair-card material.
Import the mesh and set up color, transparency, and roughness before adding more detail.
Understand spacing, card padding, and texture padding, then check the hair at a distance.
The same texture lessons apply to every plan. The card and Groom workspaces have different access requirements; an unavailable tool is not necessarily a problem with your project.
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| Task | Free | Personal | Professional / Studio |
|---|---|---|---|
| Create strands, use modifiers and texture filters | Included | Included | Included |
| Bake and export texture maps | Up to 2K | Up to 4K | Up to 4K |
| Generate and edit UV cards | Not included | Included | Included |
| Export flat UV cards or source-strand meshes | Not included | Included | Included |
| Groom on a character and export the placed cards | Not included | Not included | Included |
For license terms and plan comparisons, see Pricing. For an unavailable tool or a failed operation, use Troubleshooting and recovery.