6Stage 6 of 6

Export textures and meshes

Choose the textures and meshes you need, export them to a known folder, and check the result in your destination application.

On this pageChoose what to exportOn this page
  1. Choose what to export
  2. Export step by step
  3. Mesh format, grouping, and size
  4. Pack maps when needed
  5. Check the handoff
  6. If something is missing

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.

Export outputs and the work they contain
OutputWhat you getAvailability
Texture mapsThe 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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  1. 1
    Choose the output folder

    Use the folder button to choose the destination. The private example path has been redacted.

  2. 2
    Confirm the image format

    PNG (.png) is selected in this example; match the destination application's needs.

  3. 3
    Review the texture outputs

    Checked boxes are the maps selected for export. This example is not a universal engine preset.

  4. 4
    Run 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.

Mesh export choices
SettingHow to choose
Mesh FormatFBX, OBJ, or GLB. Make one test import with your chosen format before a full handoff.
Single Merged MeshUse when the destination should receive the cards as one mesh.
Separate Mesh per BlockKeep groom blocks as separate mesh objects when you need to select or manage them independently.
Mesh UnitChoose 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.

  1. 1
    Export the placed Groom cards

    Groom Cards (3D Mesh) exports the cards arranged on the head.

  2. 2
    Export the flat card layout

    Cards UV (2D Mesh) is the atlas card layout, not the placed hairstyle.

  3. 3
    Export source hair strands

    Hair Strands (3D Mesh) is a different output from the placed Groom cards.

  4. 4
    Match 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.

  1. Expand Channel Packing and click Add Packed Slot.
  2. Give the output a recognizable filename.
  3. For each red, green, blue, and alpha slot, select the requested source map and source channel.
  4. Keep the slot enabled and export as PNG or TGA when you need all four channels.
  5. 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.

  1. 1
    Enable and name the packed slot

    The checked hair_example_channels slot belongs to Channel Packing (1 slots).

  2. 2
    Choose each output channel's source map

    The colored R, G, B, and A rows use AO, Roughness, Height, and Alpha respectively.

  3. 3
    Choose 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.

Screenshot

100%