Skip to content
Back to skills

Hair Groom

ASecurity

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.

  • 146 stars
  • 0 votes
  • 5 copies
  • 8 views
  • Added September 6, 2026
ai-agentsshellnodegit

Works with

  • cli
  • mcp

Security analysis

A100/100

Pro scans all 4 files and shows the line behind each finding

Scanned September 6, 2026

npx -y skills add arjun988/blender-skills --skill hair-groom --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Hair Groom?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Hair Groom
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/arjun988-hair-groom/badge)](https://www.skillsdirectory.com/skills/arjun988-hair-groom)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: hair-groom
description: 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.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: hair, groom, fur, hair cards, particle hair, curves hair, scalp, bangs, beard, whiskers
  related-skills: character-artist, creature-artist, materials, texture-workflow, rendering
---

# 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

| 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 |

Files in this skill

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

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.