Content Dev:CC 3.4 Hair Specification and Submission

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Main article: CC Asset Production.

Production Specifications

iClone does not currently support the real hair/fur systems, so all hairs are made of solid mesh. When making the hair, please divide the hair structure into scalp & hair and divide it into two UV sets.

There are two types of hair in the hair format (*.iHair): Conforming Hair and Spring Hair. Conforming Hair will scale with the shape of the head and can use soft-cloth physics to simulate the softness of the hair; Spring Hair will not scale with the shape of the head and contains bones which are driven by spring bone effects. This article will only go over the creation of Conforming Hair.

The textures that each hair must have are as follows:

  • Scalp: Diffuse, Specular, Opacity, ID, Root, Ambient Occlusion, Depth, and Flow.
  • Hair cards: Diffuse, Specular, Opacity, ID, Root, Ambient Occlusion, Depth, Flow, and Soft-Cloth Weights (if you need to apply hair physics).

Soft-cloth cannot be activated with Spring physics turned on.

The polygon allocation for hair cards are tentatively set to a range between 10,000 and 40,000 quads, and up to 60,000 for very complex hair. Allocate poly-count according to the size and style of the hair and strive to reduce wasted faces as much as possible.

As a final step, vertex color must be applied to the hair akin to painting AO (more black on the inside and more white on the outside) in order to enhance the sense of layering.

Cc34 hair ao example.png

Submission and Verification

Output File Format Overview

The following files should be stored for future modifications and backup after a project is finished.

Save File Description File Format
Hair production file Maya file for rendering hair maps. *.mb (Maya Binary)
Hair mesh file Hair mesh production file. *.fbx
Source textures The unprocessed rendered texture maps *.tga
Final texture production files The production files of the post-processed textures *.psd
Final textures The final post-processed texture maps *.tga

Final File Formats & Naming Convention

Object Naming

Name the 3D objects according to the rules set out by the project manager. If you are the sole developer than name the objects based on your best judgement.

Texture Naming

Naming convention for texture maps should be in the form of "object name" followed by a "_" and the texture type, for example:

Texture Types Naming Method
Base Color ObjectName_BC
Opacity ObjectName_O
Specular ObjectName_S
ID ObjectName_ID
Root ObjectName_R
AO ObjectName_AO
Depth ObjectName_D
Flow ObjectName_F