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So, I've been spending the last week trying to learn a workflow that won't get obsolete in two years time when the new consoles are well stablished and kicking. Trying to figure out the best approach. I know there's no fixed path towards achieving your goals, you can do your thing the way you want if that gives you the best results, but still, I want to learn the "most correct" workflow.
So far, the most popular and most used way in the current gen seems to be to set your Xgen hairs in planes and render them to get high quality textures to be applied in your manually placed hair cards.
Is this going to be a thing in the next gen too? Is it still going to be the best most efficient way?
Thanks!
Replies
Some engine has own solutions (see the new Unreal Engine hair tech, and Frostbite has something similar too ) but it doesn't really look like those are targeted towards games that runs on low spec systems. I doubt that those tech can be used in "mass". Like open world games wont have those for sure. The Unreal Engine one doesn't have game ready performance yet even on srtong systems. So I'd say yes cards will be still a thing for long. Its much cheaper and looks ok if its made nicely.
Play with it if you are looking for next-next gen
Until then - hair cards has to do the trick. For example Maya Xgen has some nice tools to help you generate hair cards based on hair system you blocked in. This method is widely used.