most people start doing that but at some point just give up and tear out their own hair in frustrationMy own workflow involves using zbrush to do the sculpt, ie to prodce the curves, then use either blender or xgen and use the curves from zas guides
this is usually done through simulation of grooms. so individual hairs are being rendered, normally bound to guides which get simulated. which is actually stuff that is coming for game sooner or later houdini is taking over on that end, but maya is still strong. look into xgen and yeti on mayas end, maybe ornatrix but i…