HCfG

Hair Creation for Games

An 8-week course on learning how to create AAA quality hair for games

Course overview Course overview

Course Overview

Create quality hair for games

This class will teach you how to create AAA quality hair for games. Using techniques developed during the production of Horizon Zero Dawn, you will be taken through the full process of planning your work, creating hairs in xgen, baking the hairs into textures, creating a hair asset, and finally putting it into Unreal Engine. The class will contain both practical workflows and theoretical mindsets to help you further hone your skills in hair creation for games.

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Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individually recorded
Duration:   8 weeks
Assignment:   Deadlines each week
Q&A:   Once a week
Materials:   Zbrush (Or equivalent) Maya (or equivalent)
Skills level:   Advanced
Prerequisites:   Knowledge of Maya and Unreal Engine, basic knowledge of texturing, course pre-reqs include Character Casting

Environment design WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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Gathering reference | Hair theory | Xgen | Xpressions
Create splines for hair cards | Bake maps needed for Unreal Engine | Create chunks for different purposes/layers
Go through the different layers of the hair | Placing the chunks of hair | Start with base layer of the hair
Instructor off week / student work week | Go through the different layers of the hair | Placing the chunks of hair | Finish with base layer of the hair
Root positions and angles, negative space, and clumping | Complementing flow and breaking flow | Creating volume | Start 2nd layer of hair
Instructor off week / student work week | Root positions and angles, negative space, and clumping | Complementing flow and breaking flow | Creating volume | Finish 2nd layer of hair
Flyaway hairs | Where and why flyaway hairs should be seen | Viewing angles | Start and finish flyaway hairs
Combine model to organize vertex IDs | Bake vertex AO | Import asset into Unreal and set up hair benchmark shader | Presentation and final words
Instructor

Taking your skills to the next level

Lectures by Johan Lithvall

Johan Lithvall is a Hair Specialist and Character Artist who specializes in real-time rendered hair for games. He was responsible for the full production of hair for Horizon Zero Dawn, including but not limited to: creating benchmark assets, including the hair for the main heroine; establishing a pipeline in the creation of hair; educating outsourcing vendors in the creation of hair, and providing live feedback sessions to studios as well as daily feedback to the artists. His other professional experience ranges from Killzone: Shadow Fall to The Walking Dead. He is currently a full-time freelancer and consultant for the games industry while living and travelling the world as a digital nomad.

August 6th - October 22nd

fall TERM Registration

Only

$749

COURSE BEGINS

October 12th!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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