Hair & Fur Artist
A character is often defined by their silhouette, and nothing dictates silhouette quite like hair. This technical specialization course focuses on “Grooming”—the art of creating digital hair, fur, and feathers. Students will master industry-standard grooming tools (XGen, Yeti, or Ornatrix) to create everything from photorealistic animal fur to stylized character hairstyles, learning the delicate balance between guide curves, modifiers, and render-time optimization.
§ 01 By the end you can
- Master the Grooming pipeline: Scalp definition, Guides, and Modifiers
- Create realistic fur patterns using noise, clumping, and cut modifiers
- Execute "Braid and Coil" workflows for complex hairstyles
- Understand "LookDev" for hair: Melanin-based shaders and specular highlights
- Optimize grooms for production: Caching (Alembic) and Simulation dynamics
§ 02 Sixteen sessions
The whole semester.
- 01Introduction to Grooming: The XGen/Yeti Interface
- 02Scalp Prep & UVs: The Foundation
- 03Guide Curves: Sculpting the Direction
- 04Modifiers I: Clumping & Noise
- 05Modifiers II: Cut, Scraggle, & Flyaways
- 06Painting Density & Region Maps
- 07Animal Fur: Short Coat vs. Long Coat
- 08 · MidtermMidterm Examination
- 09Long Hair: Managing Flow & Intersection
- 10Braids, Knots, and Ponytails
- 11Feathers & Instancing Geometry
- 12Shading Hair: Melanin & Redness
- 13Hair Simulation: nHair/Vellum Dynamics
- 14Optimization: Caching to Alembic
- 15Lighting Hair: Backlight & Translucency
- 16Final Project: The Hero Creature Groom
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: The Hero Creature Groom
Recommended reading
- The Art of Hair: Grooming for VFX and Games (Various Industry Papers)
- Real-Time Hair Generation for Games (Whitepapers by AMD/Nvidia)
- Maya XGen Documentation (Autodesk)
- Digital Character Development: Theory and Practice by Rob O'Neill
- Yeti / Ornatrix Official User Guides
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