★ — INTERMEDIATE
Xgen Hair Grooming — From Preset to Photoreal
Replace MetaHuman preset hair with real Xgen interactive grooms — head, brows, lashes — with simulation and real-time hair-card LODs.
Xgen interactive grooming is what separates Cinema-grade MetaHumans from preset ones. This course walks you through every step of building a hero groom from scratch in Maya's Xgen, simulating it in Houdini, and baking to real-time hair cards for game-engine use.
01 — Outcomes
What you\'ll walk away with.
- 01 Xgen interactive groom workflow in Maya
- 02 Strand-by-strand sculpting for hero work
- 03 Brows, lashes and peach fuzz
- 04 Houdini Vellum hair simulation
- 05 Hair-card LOD baking for real-time engines
02 — Curriculum
9 modules · 10h
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M01
Module 1 — Why Xgen beats preset hair
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M02
Module 2 — Maya Xgen UI and core nodes
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M03
Module 3 — Scalp guide curves
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M04
Module 4 — Strand-by-strand sculpting hero hair
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M05
Module 5 — Brows, lashes and peach fuzz
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M06
Module 6 — Houdini Vellum hair simulation
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M07
Module 7 — Caching and exchange formats
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M08
Module 8 — Hair-card LOD baking
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M09
Module 9 — UE5 + Unity integration
— Audience
Character artists, grooming specialists
— Prerequisites
- · Maya basics, MetaHuman Foundations
— Software
- · Maya (commercial)
- · Houdini Indie or Apprentice
- · Unreal Engine 5
⌁ READY TO ENROLL