Production Hairstyle Layering Strategy

Master the 4-tier AAA game hair card architecture: Scalp Cap, Main Form Clumps, Breakout Clusters, and Flyaways in HairStorm.

On this page The 4-tier AAA card hierarchy On this page
  1. The 4-tier AAA card hierarchy
  2. Tier 1: Scalp Cap & underlayer
  3. Tier 2: Main form & silhouette clumps
  4. Tier 3: Breakout clusters & depth
  5. Tier 4: Flyaways & micro-wisps
  6. Implementing in HairStorm
  7. Card budget & polygon density

Creating believable real-time hair is not just about placing cards — it is an architectural discipline. Without a methodical layering system, hair cards look paper-thin, suffer from severe scalp light bleed, or degenerate into chaotic alpha-sorting noise. This guide breaks down the industry-standard 4-tier hair card hierarchy used in AAA games and shows how to execute it cleanly in HairStorm.

Hierarchy

The 4-tier AAA card hierarchy

In high-end game production, hairstyles are built in structured, overlapping tiers rather than a single uniform pass. Each tier serves a specific optical and geometric purpose, progressing from wide, dense foundation cards that hug the scalp to delicate, airy wisps that break the silhouette.

Scroll horizontally to view all columns.

The 4-Tier Hair Card System
Tier Card Purpose Card Width & Density Typical Coverage
Tier 1: Scalp Cap / Underlayer Blocks ambient light, hides bare skin, establishes root transition. Wide, flat cards (2.0–3.5 cm) with dense, low-transparency textures. 85%–95% scalp occlusion.
Tier 2: Main Form & Silhouette Defines overall hairstyle volume, parting lines, major locks, and flow. Medium-wide cards (1.2–2.2 cm) with strong clumping and twist. Primary hairstyle volume and shape.
Tier 3: Breakout Clusters Adds visual depth, secondary movement, and overlapping shadow variation. Narrow cards (0.6–1.2 cm) layered across and between main clumps. Surface rhythm and breakup.
Tier 4: Flyaways & Micro-Wisps Breaks digital polygon edges, catches grazing rim light, softens silhouette. Ultra-thin cards (0.2–0.5 cm) with single-strand or wispy alpha textures. Outer periphery and hairline edges.
Tier 1

Tier 1: Scalp Cap & underlayer

The Scalp Cap is the foundation of any real-time hairstyle. Its primary job is opacity occlusion: preventing the viewer from seeing bald scalp skin through parting gaps, and blocking bright environment light from leaking into the roots.

  1. Create the Base Occlusion Layer

    In the Hair Layers panel, create a dedicated layer named Base_Scalp_Cap. Set a dense root count (e.g. 800–1,200 roots) with a low strand segment length and high root radius.

  2. Bake flat, dense card strips

    In Stage 3, bake texture cards specifically designated for underlayers. These cards should have high alpha coverage (almost solid near the root, with soft feathering only at the tip).

  3. Conform close to the scalp surface

    In the Groom workspace, draw these cards using Draw Strips (B). Keep them conformed tightly to the head mesh, with zero longitudinal twist (T) and slight concave width bend (E) so they hug the cranial curvature.

Tier 2

Tier 2: Main form & silhouette clumps

Tier 2 creates the recognizable character hairstyle. These cards establish the flow lines, parting direction, curls, waves, bangs, and sideburns.

Main form cards placed on the head surface. Notice how individual clumps overlap to create coherent hair bundles.

Key practices for Tier 2:

  • Follow natural hair growth directions: Hair originates from the crown/whorl and radiates outward. Place cards along the anatomical flow rather than in arbitrary criss-cross patterns.
  • Vary Card Tangents with Twist (T): Real hair locks twist slightly along their length. A twist of 15° to 45° along the strip spine allows light to slide across anisotropic normal highlights, preventing the cards from looking like flat 2D ribbons.
  • Taper Width from Root to Tip (W): Natural hair clumps are thicker at the mid-body and taper toward the tip. Use HairStorm's Width Size tool (W) to narrow tips.
Tier 3

Tier 3: Breakout clusters & depth

Tier 3 sits immediately on top of the main form cards. These are narrower, more energetic clusters that break out from primary locks to introduce organic imperfection and visual rhythm.

  1. Use Fill Gap or Redraw Strip

    Identify gaps between large clumps where the silhouette looks overly rigid. Use Fill Gap or press R (Redraw Strip) to introduce intermediate secondary cards that bridge the flow.

  2. Offset height slightly above Tier 2

    Breakout cards must float 1–2 mm above Tier 2 cards to avoid coplanar Z-fighting. Use the Move Brush (M) or Comb Brush (C) to subtly sculpt the hair volume outward.

  3. Introduce angular variation

    Angle breakout cards 10°–20° away from the primary flow direction. This subtle cross-flow creates realistic self-shadowing in Ambient Occlusion and Depth maps.

Tier 4

Tier 4: Flyaways & micro-wisps

Flyaway cards are the secret to convincing real-time hair. Human hair is filled with stray strands that escape the main clumps, catching rim light and softening hard polygon boundaries against game environments.

Guidelines for placing Flyaways:

  • Hairline & Forehead: Place baby hairs along the hairline, temples, and nape of the neck with gentle curvature toward the face.
  • Crown & Parting Line: Add short, randomized flyaways along the crown and main parting line to disrupt the sharp scalp seam.
  • Periphery & Silhouette: Float thin flyaways outside the silhouette bounds so rim lighting ignites individual strands in engine cinematic shots.
Workflow

Implementing in HairStorm

HairStorm is purpose-built to execute this 4-tier pipeline without requiring separate software:

Scroll horizontally to view all columns.

HairStorm Feature Mapping for the 4-Tier Strategy
Workflow Phase HairStorm Feature / Workspace Recommended Settings & Actions
1. Strand Generation Hair Layers + Modifiers Create separate layers for Cap, Clump_Heavy, Clump_Light, and Flyaways. Assign distinct Group IDs (0–3).
2. Atlas Texture Baking Bake Maps & UV Cards Bake at 4K (Personal+). Enable Generate UV Cards Document. Generate automatic topology with edge padding and dilation.
3. Card Topology Layout UV Cards Workspace Categorize card slots into Wide (Cap), Medium (Form), Narrow (Breakout), and Wispy (Flyaway).
4. Scalp Placement 3D Grooming Workspace Import character head (Ctrl+I). Use Draw Strips (B) and Loft (L) to place Tiers 1 through 4 in sequential passes.
5. Styling & Refinement 12 Dedicated Groom Tools & Brushes Comb (C) for flow, Clump (K) for grouping, Smooth (S) to relax intersections, and Cut (X) for length trimming.
6. Engine Export Export Workspace Export 3D World Space Mesh with dual UV sets (UV0 for Atlas, UV1 for Root-to-Tip gradient).
Optimization

Card budget & polygon density

Different target platforms require different hair card budgets. When planning your groom, allocate your card budget across the 4 tiers proportionally:

Scroll horizontally to view all columns.

Production Hair Card Polygon & Density Targets
Target Platform / Tier Total Hair Card Count Total Triangles Recommended Tier Distribution
Mobile / VR (Quest 3 / Mobile) 150 – 300 cards 2,000 – 6,000 tris Tier 1 (45%), Tier 2 (40%), Tier 3 (15%), Tier 4 (0–5%)
Standard Game (Console / PC Mainstream) 600 – 1,200 cards 15,000 – 35,000 tris Tier 1 (25%), Tier 2 (45%), Tier 3 (20%), Tier 4 (10%)
Cinematic / Hero Character (PC / PS5 Pro) 1,500 – 3,500 cards 50,000 – 120,000 tris Tier 1 (20%), Tier 2 (35%), Tier 3 (30%), Tier 4 (15%)
Studio Inspector

100%