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.