Developed a realistic, game-ready hair groom using a real-time alpha card workflow. The process involved initial blocking in ZBrush, creating hair primitives with XGen, and converting the curves to optimized hair cards with GS CurveTools to generate the final geometry. The hair atlas texture was created in Photoshop. This project demonstrates my proficiency in creating high-quality, performant hair for modern character art pipelines.
Tools used: Maya, Marmoset, Photoshop