Realtime Hair Asset "Ellie" - 4K Textures + Maya Editable File
Ellie inspired real-time hair for games (hair cards).
- FBX , OBJ (29k triangles), FBX/OBJ (15k triangles)
- 4k textures TGA: Mask/ Alpha / Depth / Flow / Gradient Ramp or Root / Id / Color (dark brown) / Normal / AO
- Maya source file (easy to edit haircards)
- Blender 2.9 editable file (hair cards organized in Groups with subdivision modifier)
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You will find two variants of the hair texture: thick and thin hair. Depending of what engine you use you can choose the one that best fits your render style.
Maya 2019 source file:
- Haircut sculpt
- Hair cards organized in groups and easy to fix/change the hairstyle/polycount to meet your needs. To change the polycount - combine the cards into one object, perform Mesh ->Smooth, then Mesh ->Reduce (set the desired polycount) operation in Maya.
- Hair texture to use in Maya for preview.
- Hair cards organized in Groups (not collections). They are low poly with a subdivision modifier (not applied). You could Remesh the cards to the desired polycount.
- Game-ready hair models - 28k and 15k triangles.
Blender 2.9 editable file:
For UnrealEngine 4 I have included Material Instance parameters for each color - UE4 Screenshots.
-----
Please note, that the head mesh is not included.
Hope you like it!
Realtime Hair Asset "Ellie" - 4K Textures + Maya Editable File
Realtime Hair Asset "Ellie" - 4K Textures + Maya Editable File
Ellie inspired real-time hair for games (hair cards).
- FBX , OBJ (29k triangles), FBX/OBJ (15k triangles)
- 4k textures TGA: Mask/ Alpha / Depth / Flow / Gradient Ramp or Root / Id / Color (dark brown) / Normal / AO
- Maya source file (easy to edit haircards)
- Blender 2.9 editable file (hair cards organized in Groups with subdivision modifier)
------
You will find two variants of the hair texture: thick and thin hair. Depending of what engine you use you can choose the one that best fits your render style.
Maya 2019 source file:
- Haircut sculpt
- Hair cards organized in groups and easy to fix/change the hairstyle/polycount to meet your needs. To change the polycount - combine the cards into one object, perform Mesh ->Smooth, then Mesh ->Reduce (set the desired polycount) operation in Maya.
- Hair texture to use in Maya for preview.
- Hair cards organized in Groups (not collections). They are low poly with a subdivision modifier (not applied). You could Remesh the cards to the desired polycount.
- Game-ready hair models - 28k and 15k triangles.
Blender 2.9 editable file:
For UnrealEngine 4 I have included Material Instance parameters for each color - UE4 Screenshots.
-----
Please note, that the head mesh is not included.
Hope you like it!