Build production-ready 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.
Set up once, then follow the stages in order
Getting Started covers installation, the workspace layout and the keyboard shortcuts. HairStorm installed, a head asset imported, and a project open at the right settings.
The six stages
- Stage 1 of 6
Hair Layers
Procedural strands laid out in named layers, with roots and groups assigned.
- Stage 2 of 6
Modifiers
Shape, wave, clump and detail dialled in through a stack you can reorder at any time.
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Texture channels written from the visible layers, and card topology generated from them.
Plan: Baking is available on every plan. UV card generation and editing need Personal or higher.
- Stage 4 of 6
Texture Filters
Baked maps evaluated and adjusted without touching the source binaries on disk.
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Generated cards drawn and shaped directly on the character head.
Plan: The Groom workspace needs Professional or Studio.
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Texture maps and meshes written to disk at the scale and format your engine expects.
Plan: Texture export is available on every plan. Mesh export needs a paid plan.
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 Trial | 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 |
| UV Card Mesh Export (.fbx / .obj) | Locked | Included | Included | Included |
| 3D Grooming Workspace | Locked | Locked | Included | Included |
| Groom Mesh Export (.fbx / .obj) | Locked | Locked | Included | Included |
Project file persistence & defaults
HairStorm project files use the .hairstorm format and are saved by default in your Windows user profile at %APPDATA%/HairStorm/Projects/. Legacy Indie license keys map directly to the Personal plan tier.
Texture Filters & export distinction
The primary viewport toolbar export writes raw baked map binaries (e.g. .bin / un-filtered output). To export custom non-destructive filter treatments (such as Hue/Saturation or Curves), save individual map previews directly from the Texture Viewer modal dialog (supports PNG, TGA, JPEG).