Hair Groom
SkillDev toolsHair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows. Use for characters, creatures, and real-time hair cards via MCP.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Hair Groom skill
What this skill tells your AI
The instructions your AI receives, as published by arjun988/blender-skills in .claude/skills/hair-groom/SKILL.md and read by ahel’s review.
Believable hair flow. Scalp coverage. Cards for games. Curves/particles for cinematic.
When to Use
- Character scalp hair, beards, brows
- Creature fur / mane / whiskers
- Game hair-card generation and placement
- Cinematic curve/particle grooms
Path Decision
Target = Game / real-time → Hair cards (+ optional proxy curves)
Target = Cinematic → Curves or particle hair + materials
Target = Both → High groom → bake cards / textures
Workflow (Game Cards)
Scalp mesh → Guide curves → Card strips along flow
→ Atlas UVs → Alpha/normal hair texture → LOD cards → Export
Workflow (Cinematic)
Scalp → Particle/curve groom → Clump/frizz/noise
→ Hair shader (melanin/roughness) → Render test → Cache if needed
Groom Principles
- Flow first — Primary direction before flyaways
- Density hierarchy — Dense roots, controlled tips
- Clumps — Hair reads as groups, not spaghetti
- Silhouette — Outer shape more important than strand count
- Scalp bleed — Avoid bald patches at hairline
Card Guidelines
| LOD | Cards (guide) | Notes |
|---|---|---|
| Hero close-up | 80–200 | Layered shells |
| Standard | 30–80 | Main masses |
| Distant | 8–20 | Cap + few strips |
- Name:
SM_HairCard_[Region] - Atlas:
T_Hair_[Name]_RGBA(alpha in A) - Prefer opacity clip or hashed for Eevee preview
Naming
- Guides:
CRV_HairGuide_[Region] - Cards:
SM_HairCard_[Region] - Collection:
COL_Hair_[Character]
Constraints
MUST DO
- Establish hairline and parting early
- Match card UVs to atlas layout
- Test silhouette from game camera angles
MUST NOT DO
- Uniform card width everywhere
- Skip root density near scalp
- Over-detail flyaways before primary masses
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Hair Card Atlas | references/hair-card-atlas.md | When needed |
| Groom Flow Regions | references/groom-flow-regions.md | When needed |
| Cinematic Vs Game | references/cinematic-vs-game.md | When needed |
Signals
- GitHub stars
- 187
- Forks
- 8
- Last commit
- Jul 2026
Advanced
- Catalog kind
- skill
- Gateway key
hair-groom- Source
- github.com/arjun988/blender-skills