Create Geometry from XGen for Game Character Hair

Maya’s XGen is a great system for instancing elements for landscapes, fur and hair. When creating hair for characters, it is not uncommon to have hundreds of thousands of instances for a typical hair groom. If you are working with a realtime engine, you will need to create something a little more manageable, while still keeping they style and intent of the character’s hair.

It is possible to use Maya’s XGen guides to create a polygon version of hair. Here, Autodesk’s Steven Roselle covers a workflow for creating a polygon version for a game character hair from a high-density Maya XGen system. Credit for the assets used go to CD Projekt RED for Witcher 3 character & Michael Todd for hair groom.

Some of the links on lesterbanks are "affiliate links", a link with a special tracking code. This means if you click on an affiliate link and purchase the item, we will receive an affiliate commission. The price of the item is the same whether it is an affiliate link or not. Regardless, we only recommend products or services we believe will add value to our readers. By using the affiliate links, you are helping support our Website, and we genuinely appreciate your support.