Save the project before exporting. The project is your editable work; exported maps and meshes are the files you take to another application. Start with a small test export before handing off a complete hairstyle.
Choose what to export
Scroll horizontally to view all columns.
| Output | What you get | Availability |
|---|---|---|
| Texture maps | The selected baked maps with their current Base Stage adjustments and enabled filters. | All plans; up to 2K on Free and 4K on paid plans. |
| Cards UV (2D Mesh) | Flat cards from UV Layout. These are not a hairstyle already fitted to a head. | Personal or higher. |
| Groom Cards (3D Mesh) | The cards you placed and shaped on the character in Groom. | Professional or Studio. |
| Hair Strands (3D Mesh) | Polygon meshes of the source strands. This is not an engine-native strand groom. | Personal or higher. |
If you want a hairstyle positioned on a character, choose Groom Cards (3D Mesh). Choose Cards UV (2D Mesh) when you want flat cards to place in another application.
Export step by step
Finish the source and bake
If you changed source layers or modifiers, bake again. Inspect the maps in Texture, finish any filter adjustments, and save the project.
Choose an output folder
Open Export Settings from the top toolbar. Set Output Folderto a folder you can write to and easily find. Use a separate folder for each delivery version.
Choose images and maps
Set Image Format to PNG for a first export. UnderTexture Options, select the maps your material needs. Albedo, Alpha, and Roughness are a useful small test set. Bake any selected map that is not yet available.
TGA is another lossless option. JPEG loses some image detail and cannot store transparency; avoid it for masks, surface-detail maps, or a packed image that needs an alpha channel.
Choose any meshes
Expand Mesh Options. Enable only the outputs you need, then setMesh Format, grouping, and Mesh Unit. Leave meshes off for a texture-only export.
Run Export and check completion
Click Run Export and wait for the progress indicator. Open the destination folder and check the files; a completed texture export does not tell you that you selected the right mesh output.
Choose a known output folder, confirm the image format and map checkboxes, then use Run Export. The private practice destination is covered in this figure; no export has been run by the capture workflow.
- 1Choose the output folder
Use the folder button to choose the destination. The private example path has been redacted.
- 2Confirm the image format
PNG (.png) is selected in this example; match the destination application's needs.
- 3Review the texture outputs
Checked boxes are the maps selected for export. This example is not a universal engine preset.
- 4Run the checked export
Run Export writes the selected outputs to the chosen folder. Confirm both before starting.
Mesh format, grouping, and size
Use FBX or GLB when you want to preserve more than one UV layout. OBJ is useful for a simple mesh exchange, but it does not carry multiple UV sets. Check what the destination importer supports.
Scroll horizontally to view all columns.
| Setting | How to choose |
|---|---|
| Mesh Format | FBX, OBJ, or GLB. Make one test import with your chosen format before a full handoff. |
| Single Merged Mesh | Use when the destination should receive the cards as one mesh. |
| Separate Mesh per Block | Keep groom blocks as separate mesh objects when you need to select or manage them independently. |
| Mesh Unit | Choose meters, centimeters, or millimeters to match the destination. Centimeters are a usual starting point for Unreal; meters for Blender. |
Import units describe the size of the original head file. Export units describe the destination mesh. They do not have to be the same: a head authored in centimeters can be exported with its hair in meters for a different application.
Choose only the mesh outputs needed by your handoff. Groom Cards are the placed hairstyle, Cards UV are the flat card layout, and Hair Strands are source hair. Format and units must match the destination.
- 1Export the placed Groom cards
Groom Cards (3D Mesh) exports the cards arranged on the head.
- 2Export the flat card layout
Cards UV (2D Mesh) is the atlas card layout, not the placed hairstyle.
- 3Export source hair strands
Hair Strands (3D Mesh) is a different output from the placed Groom cards.
- 4Match format, organization, and units
The visible example uses OBJ, Single Merged Mesh, and m (Meters). Confirm the destination's requirements.
Pack maps when needed
Channel packing combines several maps into one image. Skip this for your first export unless the destination material gives you a specific packing arrangement.
- Expand Channel Packing and click Add Packed Slot.
- Give the output a recognizable filename.
- For each red, green, blue, and alpha slot, select the requested source map and source channel.
- Keep the slot enabled and export as PNG or TGA when you need all four channels.
- Record the arrangement with your delivery so the next person knows which map each channel contains.
This named slot is a deliberate example, not a universal engine preset: AO → R, Roughness → G, Height → B, Alpha → A. Each row also chooses the channel read from its source map.
- 1Enable and name the packed slot
The checked hair_example_channels slot belongs to Channel Packing (1 slots).
- 2Choose each output channel's source map
The colored R, G, B, and A rows use AO, Roughness, Height, and Alpha respectively.
- 3Choose the source-map channel
Each right-hand selector reads source channel R in this example. It is separate from the packed output channel letter.
Check the handoff
- Import beside the same character head and compare size, position, and orientation.
- Apply Albedo and Alpha first. Check the hair outline before adding other maps.
- Inspect the available UV layouts. Use the one that places the exported image on the correct bundle; do not assume a layout from its name alone.
- Check both sides of the cards and look at the hairstyle from front, side, and back.
- Move the camera to the intended viewing distance and inspect the tips and borders.
Follow Use hair cards in Unreal Engine orUse hair cards in Blender for a basic first import. Material creation, character binding, and animation are separate steps in the destination application.
If something is missing
Check the output folder, selected maps, and enabled mesh outputs first. For flat cards, confirm a UV layout exists. For a groom, confirm that cards have actually been placed in Groom and that your plan permits that output. Wait for baking or project loading to finish before exporting.
If the exported textures do not match your edits, confirm that you opened the newest file and edited the map you exported. See Troubleshooting and recoveryfor further checks.