8 Techniques To Create Textures For Real-time Hair
These are the workflows to create textures for game-ready hair and to be used for hair models made of polygonal cards (strips).
Usually, we would need this set of textures for real-time hair: Alpha, Diffuse (optional, as sometimes the color can be applied directly in the game engine shader), Depth (or Height in another word), Unique ID and Root (or Gradient Ramp). Sometimes, it is also necessary to have Ambient Occlusion, Normal and Flow maps. Check with your Technical Artist or Game Programmer, which maps are needed in your case. You can also refer to my chart of the game textures example…