Your first hair texture

Make a small hair texture from start to finish. Learn where to work, how to save your project, and how to export the result.

On this pageBefore you beginOn this page
  1. Before you begin
  2. Find your way around
  3. Create a practice bundle
  4. Bake and inspect the texture
  5. Save and export
  6. What to learn next

Start with one hair bundle, not a complete hairstyle. This exercise takes you from a new project to an exported texture. You can complete it on the Free plan without a character model.

Before you begin

  1. Download HairStorm and install it on a 64-bit Windows 10 or 11 computer.
  2. Open the application and use the Free plan, or activate your license if you have one.
  3. Create a folder for this exercise, with a separate subfolder for exports. A mouse with a scroll wheel is useful.

A dedicated graphics card is recommended. You do not need to import a head until you are ready toplace cards on a character.

Find your way around

Use the tabs above the viewport to change what you are working on. The panels beside the viewport hold the settings for the selected layer, map, or card.

Move through the workflow using the tabs at the top of the viewport: create source hair, inspect its baked textures, then build and place cards.

  1. 1
    Create source hair

    Use 2D to draw and arrange source bundles. Switch to 3D to inspect the same source hair from another angle.

  2. 2
    Inspect the bake

    Use Texture to inspect baked maps and edit a selected map with texture filters.

  3. 3
    Build and place cards

    Use UV Layout to edit flat card boundaries over the atlas. Use Groom to place and shape cards on a head. Access depends on your plan.

Scroll horizontally to view all columns.

Where each part of the workflow happens
WorkspaceUse it to
2D and 3DCreate and shape the source hair. 2D is the easiest place to arrange bundles for a texture.
TextureInspect baked maps and adjust their appearance with filters.
UV LayoutFit and edit the cards that use the texture. Requires Personal or higher.
GroomPlace and shape cards on a character. Requires Professional or Studio.

Scroll to zoom and drag with the middle mouse button to pan. In a 3D view, drag with the right mouse button to orbit. Press Z to frame your selection. Keep the pointer over the viewport when using viewport shortcuts.

Use the three buttons at the top right: rebake with the current settings, change bake settings, or choose export outputs. Opening Export Settings does not run an export.

  1. 1
    Quick Bake

    Rebake the practice atlas using the current bake settings.

  2. 2
    Advanced Bake Settings

    Open the resolution, map selection, and UV Layout generation options before baking.

  3. 3
    Export Settings

    Choose an output folder, texture and mesh outputs, and packing options. Run Export is a separate action inside the panel.

Create a practice bundle

  1. Start a new project

    Press Ctrl+N, then choose the 2D workspace. If the project already contains hair layers, hide those layers for this exercise.

  2. Draw one bundle

    Open the Hair panel. With the pointer over the 2D viewport, press Bfor Draw Hair. Drag a simple path from the root end toward the tip, then release. Keep the first path nearly straight so the later changes are easy to judge.

    You should see a new bundle and a corresponding entry in the hair-layer list. Turn the drawing tool off with B before selecting or moving the layer.

  3. Name it and adjust the hair

    Select the new layer and name it Practice lock. In Root Settings, adjust Hair Length and Density. Change one setting at a time: length changes the reach of the hair; density changes how full the bundle looks.

  4. Try one modifier

    With the layer selected, click Add Modifier and choose Wave. Increase its strength a little, then turn the modifier off and on to compare the shape. Leave a gentle wave rather than a tight curl for this exercise.

Arrange a few named bundles with clear gaps before baking. Main flow is selected here; Soft locks and Fine flyaways remain separate. The canvas readout summarizes the framing rather than the texture resolution.

  1. 1
    Keep source bundles separate

    The three practice bundles occupy distinct areas of the same 2D canvas, so their shapes remain recognizable in the atlas.

  2. 2
    Match the layer to its bundle

    Main flow is selected in the Hair Layers list and outlined in orange on the canvas. Use descriptive names for the other bundles too.

  3. 3
    Check the canvas framing

    The readout shows the current canvas, content size, padding, layer count, and zoom. This is not the baked texture pixel size.

Bake and inspect the texture

Baking turns the hair on the canvas into images. Editing the source hair later does not update those images until you bake again.

  1. Choose the bake settings

    Open Advanced Bake Settings from the toolbar. Choose 1024 x 1024for a practice bake and use Recommended for the map selection. LeaveGenerate UV Layout off for this texture-only exercise.

  2. Run the bake

    Click Bake Maps and wait for the progress indicator to finish. Only visible hair layers contribute to the result.

  3. Check color and transparency

    Switch to Texture and open Texture maps. SelectAlbedo to inspect the color, then Alpha to inspect the hair outline. White areas of Alpha show visible hair; black areas are empty.

    The full bundle, including its tips, should fit inside the image. If it is cropped or overlaps another bundle, return to 2D, adjust the layout, and bake again.

Save and export

  1. Save the editable project

    Press Ctrl+S, choose your practice folder, and save asPractice lock.nas. A project keeps your editable work; exporting images is not a substitute for saving it.

  2. Export the texture maps

    Open Export Settings from the toolbar. Set Output Folder to your export subfolder and Image Format to PNG. UnderTexture Options, choose the maps you baked. Leave mesh outputs off and clickRun Export.

  3. Check the files

    Open the output folder and inspect the Albedo and Alpha images. Check that the bundle is complete and that the files have the expected size. Reopen Practice lock.naswith Ctrl+O when you want to continue editing.

What to learn next

You now have the complete texture-only workflow. Continue with hair layers to build several useful bundle shapes, or use the keyboard and mouse reference while you practice.

When you are comfortable with baking, follow UV card creation. Import a character only when you are ready for the optional grooming lesson.

Screenshot

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