This project is a real-time male hair groom based on a classic comb over hairstyle, created with a focus on production-ready workflows and LOD scalability.
The groom was initially shaped in XGen within Autodesk Maya, where primary and secondary forms were established through guide-based styling. It was then converted using the MetaHuman Groom Exporter and integrated into the MetaHuman pipeline for further refinement and fitting.
The final asset was implemented and rendered in Unreal Engine, ensuring full compatibility with real-time performance requirements. The groom supports a complete LOD pipeline, transitioning from high-quality cinematic strands to optimized hair cards for lower levels of detail.
This workflow was designed to balance visual fidelity and performance, making the asset suitable for both cinematic rendering and in-game use.