

Hi everyone,
I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines.
The philosophy is simple: Groom in 2D on a flat canvas, and bake instantly to a square atlas.
Key Features:
The Workflow: Create -> Edit/Groom -> Bake -> Export. No more setting up complex XGen grooms just to get a few simple stray hair cards.
I’d love to get some feedback from the Polycount community. I'm looking for technical artists and character artists to put it through its paces.