Published on July 10, 2012
License: CC Zero
2886 Downloads
Blender 2.63
85 Likes
15 Megabytes

Here's an easy way convert Blender's pretty particle hair into a Low Poly version Unity can use. The idea is to create an RGBA(w/alpha) TGA file that can be UV wrapped to a mesh object, and an FBX export to Unity. Essentially 3D to 2D hair.
There are enough tuts on FBX export to Unity, so google it.
2 example rigs. One method is a simple spine like rig that controls the entire mesh. The second example has a spine like rig for each mesh that makes up the entire head of hair for more control.
Using Unity's image compression, you should be able to get the image fils size down to a couple of Kb.
Stop Low Poly Character Baldness Today!
Enjoy.
graphix
F'ING Genius! This is absolutely beautiful.
MajorNightmare
Yay! Feed back! Makes it all worth while. Glad you F"ing like it!
Cheers
[...] Hair Factory v1.0 (Blend Swap) /* This entry was posted in Models & Rigs by Bart. Bookmark the permalink. Be Sociable, Share! Tweet Follow @blendernation !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); /* [...]
duststorm
This is incredible! Thanks for this awesome contribution. We at Makehuman.org will have a look whether we can use it to create some hairs for our hair library.
MajorNightmare
Wow! Thanks Duststorm! Nothing like positve feedback from the pros. Hope you use it, show us example if you do.
Cheers
banexns
Thanks !!!
tapape2002
Thanks a bunch, can never have enough hair.
Daniel1984
Fantastic work. Incredibly useful! Thank very much!
animeman
Grazie amico mio
l33tkit
[[(OAO ) Where were you when I needed this?? Life was hard trying to paint multiple UVs for hair in a short amount of time...]] Thank you~ I'm really excited and can't wait to build something now! :D
IMValle
Excelente trabajo.¡Muchísimas gracias!
contmike
I finally got time to check this out. Great stuff! Thank you for sharing this. :)
dcgod
Thank you!
MajorNightmare
Thanks for the kind words everyone!
turboyoyo
Awesome dude,simply awesome
v141
Nice dude...I wonder if it's curly
Furlow
Would this work with a fur system as well? Because wow this could be nice for makin lower poly furred characters as well if so
Hangout
Anybody knows how to use this, i only see a scene with so premade hair but how do i do it with my own particle hair??
MajorNightmare
Hi Hangout,
The particles are on layer 1. Read the text file if you haven't already. You can modify them or replace them. The idea is the particles are lined up in straight row so you take a snap shot of them to make the TGA file. You can't make some 3D head of hair, they need layed out flat infront of the camera.
PS. I tried to make the particles an array but they pattilce sys and araay modifier don't seem to play together nicely. So they are just duplicates of eachother in a row.
Cheers
Renaud
Great, i was looking for this since a long time and im sick because its so simple ! A lot of game use this technic while i was thinking that they were painting with photoshop. For the duplicated hair, it would be better to make a single emitter to avoid having the same pattern multiple times but for a proof of concept its perfect. I find the look better when the uv is scaled on x axis to 0.5 to avoid the compressed vertical lines.
mcmasl1984
NICE!!!! Thanx for sharing this
SalemSaberhagen
Hrm I have some major problems getting it to do anything useable, even if I use the file as is activate 1 and 11 and render is .. the output is black and white only o.o the hair strains on 1 also are completely black in the viewport. Any idea whats going on?
MajorNightmare
Hi Salem,
Something with the new blender. I just ran it on 2.66 and got the same output as you B/W. No luck tracking it down. Given all the attention to silly cycles, they must have broke it. I say silly because as far I can tell it useless for game asset creation. Not too mention slow and the materials are even harder to create. Use 2.63 or reverse engineer it for 2.66. The principles are the same, render a sheet of hair onto an image with alpha, wrap the output to a mesh. Cheers
Eralidis
looks cool