# Hair Groom

Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game...

- Repository: https://github.com/arjun988/blender-skills (1650 stars)
- Category: AI and agents
- License: MIT
- Last updated: 2026-07-10
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add arjun988/blender-skills --skill hair-groom -g -a claude-code -y`
Codex: `npx skills add arjun988/blender-skills --skill hair-groom -g -a codex -y`
Cursor: `npx skills add arjun988/blender-skills --skill hair-groom -g -a cursor -y`
Gemini CLI: `npx skills add arjun988/blender-skills --skill hair-groom -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add arjun988/blender-skills`

## 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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

The rest: https://github.com/arjun988/blender-skills/blob/HEAD/.claude/skills/hair-groom/SKILL.md
