5Stage 5 of 6

Groom cards on a character

Place your first hair card on a character, shape it, then build up the hairstyle with reusable cards and grooming brushes.

On this pagePrepare the head and cardsOn this page
  1. Prepare the head and cards
  2. Place your first card
  3. Choose a shaping tool
  4. Move, duplicate, and extend
  5. Work with symmetry
  6. Fill a gap
  7. Build a row with Loft
  8. Profiles and braid shapes
  9. Manage a larger groom
  10. Review and export

Groom turns the flat card collection into a hairstyle on your character. Start with a few cards on one side of the head. Make those work before filling the whole scalp.

Prepare the head and cards

  1. Import through Head Assets

    Open the Groom panel and use the import button beside Head Assets. In Import Head Model, choose the character file, check Scale Unit, and click Import.

    Supported choices include OBJ, FBX, glTF, GLB, and STL. For a file without stored units, choose the units used when it was created. glTF and FBX declared units take precedence over the dropdown. Do not choose import units solely from the program you plan to export to.

  2. Wait until the head is ready

    Let the import and surface preparation finish. Surface tools can remain unavailable during this step. Use a simpler head mesh if the source is unnecessarily detailed; there is no fixed preparation time for every model.

  3. Check the head before drawing

    Enter the Groom workspace. Orbit with right-drag, pan with middle-drag, and scroll to zoom. Check the head's size and orientation now, before placing cards.

  4. Choose a source card

    Use the UV Layout source control in the Groom drawing settings to choose a recognizable bundle. Begin with a medium, clearly visible bundle rather than a very sparse flyaway.

Use the import button beside Head Assets for the head-specific OBJ/FBX/STL workflow. This is not the general Ctrl+I import dialog; the built-in Default Head is shown here.

  1. 1
    Find Head Assets in Groom

    The current practice asset is Default Head, shown above Groom Blocks.

  2. 2
    Use the head-specific import button

    The small button beside the head selector opens Import new 3D model (OBJ/FBX/STL). No external import dialog is pictured.

Control reference: head import units

Check Scale Unit and the declared-unit hint before importing. The dialog below was opened without browsing or executing an import; its private example path is covered.

This is the head-specific Import Head Model dialog, opened without browsing or importing. Centimeters is selected. The declared-unit hint matters for glTF/FBX; the private practice path is covered in the derivative.

  1. 1
    Check Scale Unit

    Centimeters (cm) is selected in this reference.

  2. 2
    Read the declared-unit hint

    The dialog states that glTF / FBX declared units take precedence.

Place your first card

  1. Press B for Draw Strips and review the draw settings above the viewport.
  2. Start on the scalp where the root belongs. Drag toward the intended tip and release.
  3. Press Q for Select and click the new card.
  4. Check its UV Layout choice. If it shows the wrong hair bundle, choose the intended source.
  5. Orbit the head. Check that the root is on the intended area and that the card follows the desired flow.

A selected example strip is shown on the practice head. Check the source UV card, then follow the orange root through the green path handles toward the tip. Keep the head surface visible while judging the curve.

  1. 1
    Choose the source UV card

    UV-1 is the selected source in the Draw Strip toolbar; Ribbon and drawing parameters are visible above the head.

  2. 2
    Follow the root-to-tip path

    The orange root is at the left end of the selected strip. Green handles trace its curve over the head toward the lower-right tip.

Use the drawing snap level to control the card's offset from the head. It is not a spacing grid for roots. A higher offset can help separate one pass of cards from another, but check the result from the side to avoid floating roots.

L2 is active, with a 4.0 mm maximum surface clearance in this example. Snap levels affect new drawing, not root spacing or finished cards. The selected card supplies surface context, not a before/after offset comparison.

  1. 1
    Choose a drawing snap level

    L2 is highlighted. Clicking another level chooses its clearance for new strips; clicking the active level disables drawing snap.

  2. 2
    Check the actual clearance amounts

    The expanded settings show 1.0, 4.0, and 6.0 mm for Levels 1–3. Short strips limit clearance to 25% of their length.

  3. 3
    Keep the head and card in view

    The root remains pinned while clearance builds along a newly drawn strip. Changing the level does not reshape this finished card.

Choose a shaping tool

For a first card, adjust its width, then its facing direction, then its curve. You do not need every tool on every card. Select the card first when using a tool that edits an existing strip.

Scroll horizontally to view all columns.

Placement and shape tools in Groom
ToolKeyUse it to
SelectQSelect cards and edit their handles.
Draw StripsBDraw a new card from root toward tip.
Redraw StripRReplace the path of an existing card rather than adding a new one.
TwistTTurn a card along its length. Watch its facing direction and highlights.
Width SizeWAdjust the card's width, including narrower tips.
Width BendECurve the card across its width instead of leaving it flat.
Loft Draw StripsLCreate several cards between two drawn boundaries.

With Width Size active, check the selected strip against the head while adjusting Width. The visible example is 1.8; judge both coverage through the body and the tapered end rather than the number alone.

  1. 1
    Check the selected strip's coverage

    The yellow outline and visible path handles identify the selected card. Keep its body, root, and tip in view.

  2. 2
    Adjust the selected card's Width

    The Width field is 1.8 in this example. Check the silhouette and scalp coverage as you change it.

Scroll horizontally to view all columns.

Grooming brushes
BrushKeyUse it to
CombCGuide a group of cards into a more consistent flow.
SmoothSSoften abrupt changes in the card curves. It is not an automatic intersection repair.
MoveMPush or pull the shape of a region of the hairstyle.
ClumpKGather neighboring cards into locks.
CutXShorten cards to refine ends, fringe, or a hairline.

Use Ctrl+wheel to adjust brush radius and Shift+wheel for strength when a brush is active. Begin with a small area and light strokes. Undo an overly broad change instead of trying to correct it with several more strokes.

Control reference: Comb brush settings

Choose a brush before setting Radius, Strength, and Falloff. This reference shows the active Comb brush and its toolbar; it does not show the result of a stroke.

With Comb active, set Radius, Strength, and Falloff before a stroke. This reference shows 5.0 cm, 50%, and Smooth (Cubic); it does not show a completed comb operation.

  1. 1
    Activate Comb

    The orange comb icon identifies the active brush.

  2. 2
    Set radius and strength

    Radius is 5.0 cm and Strength is 50% in this example.

  3. 3
    Choose the brush falloff

    Smooth (Cubic) is the selected falloff.

Move, duplicate, and extend

In Select mode, use the root, interior, and tip handles for different tasks.

Scroll horizontally to view all columns.

Selected-card handle gestures
GestureResult
Drag the root handleMove the card across the head surface.
Shift + drag the rootDuplicate selected cards and move the new copies.
Ctrl + drag the rootMove while preserving the card's authored facing direction.
Ctrl + Shift + drag the rootDuplicate and move while preserving that direction.
Drag an interior handleChange the card's path locally.
Ctrl + drag the tipExtend the card from its existing tip.

After duplication, vary the path or width enough to avoid a repeated-row appearance. Check the selected cards before a group gesture so you do not move more of the groom than intended.

Work with symmetry

Press Y to toggle X-Symmetry while drawing with Draw Strips or Loft. It creates a mirrored counterpart for the new drawing. The head must be centered on the symmetry plane for the two sides to line up.

Use Mirror Cards when you want mirrored copies of cards that already exist. Live drawing symmetry is not a promise that every later brush edit will update both sides.

Turn symmetry off for an off-center part, unequal fringe, or a finishing pass with deliberate variation. Check for duplicated cards down the center after mirroring.

Fill a gap

  1. Select two boundary cards with compatible root positions and flow.
  2. Open the hotbox with Space and set a small Fill Gap count.
  3. Choose Fill Gap, or press Shift+G.
  4. Inspect the inserted cards from several angles. Undo if they cross, then adjust the boundary cards before trying again.

Build a row with Loft

Press L for Loft Draw Strips. Draw the first boundary, then draw the second in the same root-to-tip direction. The tool creates cards between the two boundaries.

Start with a small strip count so individual cards are easy to inspect. In Loft, Ctrl+wheel changes the strip count rather than brush radius.

For a fade, choose Fade Haircut in Mode, then adjust Strips (U),Rows (V), Start Len, End Len, and Pattern. Review a small patch before covering the sides or nape. More rows do not automatically produce a better hairline.

Control reference: Standard Ribbon and Fade Haircut

These figures locate Loft's settings before drawing. The single selected practice card is not a generated loft or fade; the two boundaries and generated rows are not demonstrated here.

Select Loft Strips, check the source UV, then set Mode and Strips before drawing the two boundaries. Standard Ribbon and 5 strips are shown. The single prepared card is context, not a generated loft result.

  1. 1
    Activate Loft Strips

    The orange Loft tool is active in the left toolbar.

  2. 2
    Check the geometry and source

    Ribbon and UV-1 are selected in the paired toolbar controls.

  3. 3
    Set Standard Ribbon and Strips

    Mode is Standard Ribbon and Strips is 5. No Loft boundaries have been drawn in this reference.

Fade Haircut exposes row count, length endpoints, and placement pattern. The example uses 5 strips, 4 rows, 1.5 cm to 6.0 cm, and Staggered. This is preparation only; the existing single card is not a generated fade patch.

  1. 1
    Use the Loft tool

    Fade Haircut is a mode of Loft Strips, not a brush.

  2. 2
    Choose Fade Haircut

    The current Mode is Fade Haircut.

  3. 3
    Set counts and length endpoints

    Strips (U) is 5, Rows (V) is 4, Start Len is 1.5 cm, and End Len is 6.0 cm.

  4. 4
    Choose the placement pattern

    Staggered is selected. Other patterns are not open in this reference.

Profiles and braid shapes

The selected card's profiles control how width, twist, and bend change from root to tip. Use a profile when a uniform adjustment makes one part of a card look right but another part wrong.

This is Width Size Profile, not Twist or Width Bend. Read it from ROOT to TIP: the example keeps more width through the body and narrows the end. Check the selected card as well as the graph.

  1. 1
    Check the selected card

    The highlighted strip is the card whose shape is being inspected, with its root and full path still visible.

  2. 2
    Use Width Size Profile

    The profile name and ROOT/TIP labels identify the width curve. Twist Profile above it remains a separate control.

  3. 3
    Narrow the tip without thinning the body

    The right side of this example curve falls toward TIP, while the middle stays higher. It is an example shape, not a required preset.

Ribbon is the normal choice for a flat hair card. The geometry choices also includeBraid (3-Strand), Braid (2-Strand), andFour-Strand Braid. Choose a braid shape, then adjust its cycles, spacing, and strand radius while checking the full silhouette.

A braid geometry choice changes the placed shape. It is different from applying the Braid modifier to source hair before baking.

Control reference: current geometry choices

The selected-card Geometry Type menu shows the supported choices. Ribbon remains selected; this figure does not show a converted braid result.

The current selected-card menu offers Ribbon and three braid choices. Ribbon remains selected in this reference; it is not an example of converted braid geometry, and there is no Fishtail entry.

  1. 1
    Read the supported geometry choices

    Ribbon, Braid (3-Strand), Braid (2-Strand), and Four-Strand Braid are the actual menu entries.

Manage a larger groom

  • Use groom blocks to keep sections manageable. They organize placed cards, separately from the source hair layers.
  • Space opens the hotbox near the pointer for tool choices and common actions.
  • Shift+I toggles isolation for the selection.
  • Shift+H hides selected cards; Shift+Alt+H restores hidden cards and exits isolation.
  • Shift+U randomizes selected cards' source UV layouts. Use it only when those source variations are suitable for the same part of the hairstyle.
Control reference: Groom Hotbox

Find the tool grid and quick actions before using them. The example shows Fill Gap count 3, but does not execute Fill Gap, visibility changes, symmetry, or Randomize UV.

Press Space in Groom to open this quick menu near the pointer. The captured Fill Gap count is 3. This figure locates the controls; no Fill Gap, hide, isolation, symmetry, or UV-randomization operation was executed for it.

  1. 1
    Choose a Groom tool

    The upper row contains strip tools; the lower row contains brushes and Loft.

  2. 2
    Find visibility and symmetry

    Isolate, Hide, and Symmetry are separate buttons.

  3. 3
    Set the Fill Gap count

    The count beside Fill Gap is 3 in this reference.

  4. 4
    Find Randomize UV

    This is a separate action below Fill Gap.

Follow Build a hairstyle in layers for a placement order that keeps the broad shape readable as you add detail.

Review and export

  • Check the silhouette from front, sides, back, and above.
  • Look for exposed scalp, floating roots, crossing cards, and cards that disappear edge-on.
  • Try a second environment light before changing textures to solve a lighting problem.
  • Restore hidden cards, save the project, and make a small test export.
Control reference: Environment and Lighting

Use Environment for HDRI selection, intensity, rotation, and background/reflection display. Lighting has separate directional-light and shadow settings. The references show the panels, not a lighting comparison or the collapsed advanced shadow sections.

Environment controls affect lighting and its display, not the baked texture's colors. Background and reflections are separate switches; the 2D Canvas controls below are a different group.

  1. 1
    Choose an environment

    The orange outline identifies the selected environment thumbnail.

  2. 2
    Set intensity and rotation

    Intensity is 35000 and Rotation is 0 in this reference.

  3. 3
    Separate background and reflections

    Show Background is off and Show Reflections is on.

  4. 4
    Keep canvas settings separate

    Show Canvas, Auto Fit, percentage Padding, and Frame Canvas In View belong to 2D Canvas.

Directional Light and Shadows have their own controls. This reference shows the main fields; Bias, Quality, Soft Shadows, Contact Shadows, and VSM Options remain collapsed and are not demonstrated.

  1. 1
    Choose the light direction

    Sun is selected, with Azimuth 222 and Elevation 55 in this example.

  2. 2
    Set light colour and intensity

    The color swatch and Intensity 60000 belong to the directional light.

  3. 3
    Inspect the main shadow settings

    Cast Shadows is enabled. Map Size is 4096 and Cascades is 4; these are example settings, not a performance recommendation.

Control reference: Camera and Rendering

Check exposure and viewport rendering before changing textures to solve a display problem. The figures show Camera Exposure and the main Rendering controls. Collapsed sections are navigation entries only; viewport anti-aliasing is separate from bake anti-aliasing.

Camera exposure changes the view, not the source texture. Aperture 7, Shutter 1/125, and ISO 100 are shown; Projection, Depth of Field, and Vignette are section entries only in this capture.

  1. 1
    Read the exposure fields

    Aperture, Shutter, and ISO are separate controls.

  2. 2
    Find exposure presets

    Sunny, Overcast, and Indoor are visible preset buttons.

  3. 3
    Open other camera sections

    Projection, Depth of Field, and Vignette are collapsed here; their settings are not pictured.

These are viewport rendering controls, not bake anti-aliasing. The reference shows MSAA, TAA, Ambient Occlusion, and Bloom states; collapsed rendering sections and quality/performance comparisons are not demonstrated.

  1. 1
    Choose viewport anti-aliasing

    MSAA is on at 4x, TAA is off, and Post-Process AA is None.

  2. 2
    Check Ambient Occlusion

    Its Enable box is unchecked in this reference.

  3. 3
    Inspect Bloom separately

    Bloom is enabled with Strength 0.30, Levels 6, and Threshold checked.

In Export Settings, choose Groom Cards (3D Mesh)for the placed hairstyle, not the flat Cards UV (2D Mesh) output.

Screenshot

100%