HairCards Layers
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Hi everyone!
I'd like to share one of my portfolio projects: a hairstyle created for Replika AI - https://replika.com/, implemented and rendered in the Unity engine.
This is a real-time hairstyle I created for Replika AI app. It was made in Unity using Ornatrix 3ds max, with the "Branching Workflow" technique.
I worked on it for 11 days, completely immersed in the process. And then... shelling began in my hometown, and the power went out. Work came to a halt, and I never got the chance to give it the final polish I had planned.
So I'm not publishing it as a perfectly finished project, but as a symbol. A symbol that creativity and the drive to create continue even in the darkest times. This is what I managed to bring to life despite everything.
By the way, I go over this exact technique, the "Branching Workflow", in detail in a playlist on YouTube. So if you're curious about the technical process behind making hair like this, feel free to check it out there.
The characters in this project were originally created in a stylized app environment. My task was to recreate the hairstyle faithfully, without breaking the visual style.
Initially, I modeled a separated hair parting, but the client specifically requested a closed version instead. We had reference materials at the time (unfortunately I no longer have them), and I’ve also seen similar styles before - where the parting is intentionally soft or blended into the shape.
Later, the frontal fringe was modified for a different silhouette, and not all planned assets were released due to the start of shelling, which forced a pause in production. Still, the team was happy with the result, and there were plans to include more hairstyles in future updates.
Link to the tutorial playlist: https://www.youtube.com/watch?v=4s8eWSXrjcw&list=PLFEKrClvOF5JkIsbvKDBrYWwXRWfkWMPo
Thanks for looking! I'd be happy to answer any questions in the comments.
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Follow me ↴
https://www.youtube.com/c/AndrewKrivulya
https://www.instagram.com/3dgrooming/
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