Product documentation

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.

Before you start

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

  1. Stage 1 of 6

    Hair Layers

    Procedural strands laid out in named layers, with roots and groups assigned.

  2. Stage 2 of 6

    Modifiers

    Shape, wave, clump and detail dialled in through a stack you can reorder at any time.

  3. Stage 3 of 6

    Bake Maps and UV Cards

    Personal or higher

    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.

  4. Stage 4 of 6

    Texture Filters

    Baked maps evaluated and adjusted without touching the source binaries on disk.

  5. Stage 5 of 6

    3D Grooming

    Optional stage Professional or Studio

    Generated cards drawn and shaped directly on the character head.

    Plan: The Groom workspace needs Professional or Studio.

  6. Stage 6 of 6

    Export

    Personal or higher

    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.

Plan reference

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.

HairStorm workflow access by plan tier
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).

Studio Inspector

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