Instead of actually finishing a full character, I am messing with hair strands in Unreal Engine 5.3. I really wanted to see how to set up the groom component, group IDs and physics properly.
Shout out to Andrew Giovannini's tutorial for hair in Unreal!I wanted to try a braid and figured this would look nice on my portfolio, so here's some early tests (as well as messing with a highlight mask):
![Image: https://us.v-cdn.net/5021068/uploads/editor/cx/wwtuj7daycof.gif](https://us.v-cdn.net/5021068/uploads/editor/cx/wwtuj7daycof.gif)
![Image: https://us.v-cdn.net/5021068/uploads/editor/aw/km9l780njwtd.gif](https://us.v-cdn.net/5021068/uploads/editor/aw/km9l780njwtd.gif)
And this is where I'm at physics wise:
![Image: https://us.v-cdn.net/5021068/uploads/editor/em/99kuheaya2y3.gif](https://us.v-cdn.net/5021068/uploads/editor/em/99kuheaya2y3.gif)
![Image: https://us.v-cdn.net/5021068/uploads/editor/8v/tcg0cej9akrg.gif](https://us.v-cdn.net/5021068/uploads/editor/8v/tcg0cej9akrg.gif)
I've also been tweaking the Meta Humans shader (as best I can) and have moved in the direction I wanted to:
![Image: https://us.v-cdn.net/5021068/uploads/editor/kq/o1jaihzgcbd1.png](https://us.v-cdn.net/5021068/uploads/editor/kq/o1jaihzgcbd1.png)
So I'm leaving the braid here for now and moving on to a couple of other styles to mess with physics and shader stuff before making a big ol' portfolio post. Here's to the next steps!!
![Image: https://us.v-cdn.net/5021068/uploads/editor/7k/8j288x562nct.png](https://us.v-cdn.net/5021068/uploads/editor/7k/8j288x562nct.png)