Will hair export to Unreal/Unity?

posted to: Eyelashes

If not, what would be a workable workflow for hair?

  • spikeyxxx replied
    Solution

    I'm not sure, but I think it should, although it wouldn't be very usable. This course is not meant for realtime characters (and the complex shaders won't port at all, because the Game engines use a different renderer).

    As for hair, you would be better of using hair cards; have a look at:

    https://cgcookie.mavenseed.com/courses/creating-hair-cards-for-realtime-characters

    and also check out Daniel Bystedt's method (not a tutorial, but he explains his method well, which is mostly the same as Kent shows in above lessons, but he uses Hair to guide the cards in stead of Curves):

    https://www.youtube.com/watch?v=oqjKMd9CYI4



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  • Adrian Bellworthy replied

    The hair, as it is in the course, can't be exported to Unity/Unreal. 

    The hair needs to be converted to a mesh object first, it is currently a hair particle system.

    There are options such as using hair cards, which are mesh objects, as spikeyxxx suggests, 

    or you can add hair once exported to Unity/Unreal. Both have there ways of adding hair to a character.

    Unity and Unreal are game engines, not render engines, models needs to be optimized for use in game, which is why hair cards are commonly used in game engines for their efficiency.

    Using the game engines own hair system, would be used if the characters hair needed to be affected by environmental factors such as wind.

  • fearguyq replied

    Sorry, I should have mentioned that I plan for it to just be a still VR scene. The project is more of an art installation than a game. So If I can convert to mesh, export to Unreal/Unity, and if it works for that use-case, I'm golden. But definitely, I will look into cards as an alternative

  • spikeyxxx replied

    ffearguyq are you sure you want to go through the trouble of exporting?  Doesn't Blender have VR support already and can't you use that?

  • fearguyq replied
    ...hmm. Maybe. The project is a birthday present and I want it to have music and potentially a starting, simple, cutscene, and to be stuck to the ground. Right now Blenders VR support only has a fly mode. But I have a tight deadline. So this might be a good compromise for the initial reveal and then I can deal with a game engine after. Thanks for the suggestion! It's kinda sad that I didn't consider this option given I use Blender's VR support frequently for work.

    I've been needing a reason to make myself learn to use Eevee for realism anyway.