跳到正文
cccskills
免费在 GitHub 公开

hair-groom

Hair 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.

中文简介正在准备中。当前显示原文说明。

集成工具Blender

实测评分 未实测

查看安装方法

包含的文件(4)

  • SKILL.md2.6 KB
  • references/cinematic-vs-game.md336 B
  • references/groom-flow-regions.md233 B
  • references/hair-card-atlas.md368 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Hair Groom

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

  1. Flow first — Primary direction before flyaways
  2. Density hierarchy — Dense roots, controlled tips
  3. Clumps — Hair reads as groups, not spaghetti
  4. Silhouette — Outer shape more important than strand count
  5. Scalp bleed — Avoid bald patches at hairline

Card Guidelines

LODCards (guide)Notes
Hero close-up80–200Layered shells
Standard30–80Main masses
Distant8–20Cap + 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

TopicReferenceLoad When
Hair Card Atlasreferences/hair-card-atlas.mdWhen needed
Groom Flow Regionsreferences/groom-flow-regions.mdWhen needed
Cinematic Vs Gamereferences/cinematic-vs-game.mdWhen needed

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3912026年7月11日 更新

animation

免费

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3912026年7月11日 更新

Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3912026年7月11日 更新

Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3912026年7月11日 更新

archviz

免费

Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3912026年7月11日 更新

Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.

中文简介正在准备中。当前显示原文说明。

arjun988/blender-skills3912026年7月11日 更新

查看 arjun988 的全部技能

报告此技能的问题