How To Create Hair Caps: a few different workflows
The Hair Cap is basically the mesh that has a shape of the character’s scalp, and plays a role of a hair coverage layer and placed under the hair cards. It’s most useful for the short hairstyles, which have buzzcut or fade.
Creating the hair cap essentially means to create the texture of the short hair for the character’s scalp. Because placing the hair cards for the short hair like the buzzcut or fade is not always going to look good. And maybe will save you some triangles.
Here are a few ways to create the hair cap for real-time characters.
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…