Facial Hair Toolkit

by young in Addons


How to add hair to my custom mesh from start to finish?

1. take the monkey head for example, I've scaled it down and subdivided.

2. import hair assets, in this case, I imported eyebrow assets.

3. select the FHTG_EyebrowBase mesh adjust its shape to better fit the monkey, and pick the monkey as target mesh for the shrinkwrap modifier. 

4. select a pre made eyebrow shape using "Switch Eyebrow" operator. optionally you can modify the look with hair curves sculpt tools or modifier sliders.

5. finally transfer the eyebrow to monkey head by select monkey mesh first then the eyebrow hair curves last. press "Transfer Eyebrow". now the original eyebrow assets are hidden. a new eyebrow curves as a child object is created on the monkey head as if from scratch.

6. for other hair assets, the process is similar.



How to make better hair dynamic simulation?

when doing hair dynamic, there is also an important aspect to consider, particle hair vertex weight, which can be adjusted using the weight brush in particle edit mode. lower the value, greater the dynamic influence. therefore, in addition to various hair dynamic parameters, you may consider this as a pin factor, adjust the hair strand vertex weight for better result.


1. select appropriate particle hair system and go to particle edit mode

2. use drop down menu from top left: Select - None, then Select - Roots

3. switch to Weight brush and set its strength to 1

4. use drop down menu from top left: Particle - Weight Set

follow these steps will make sure the hair roots are not effected by the dynamic simulation. in addition, you can adjust the hair vertex in a gradient manner or on a per hair level so that the simulation would fits your expectation

(these FAQ works for version1.6 for version 2.0 please check documentation page)

How to use 1.6 version?

1. download the zip file, no need to extract it.

2. open blender, go to addon preference, install the zip file, and enable it.

3. find the addon tab on the right side of 3d view port.

4. you can import base hair asset

5. use toggle button to hide and show control mesh and actual hair mesh.

6. when actual hair asset mesh is selected. there is a preview in the addon tab where you can change to different looks.




my primary goal to make these hair assets is to use them in game engines as hair strands. some assets may not look idea in render, but it is easy to modify.

there are two places to check:

1. hair steps. if the hair looks ok in viewport, but in render it is low resolution, one key part is steps under Render in particle property window. it subdivides the hair strand so that it forms the curly shape. increase the step count will fix the low res look.

2. another one is children hair amount, if in viewport the hair amount look ok, but in render it looks less, then adjust the render amount to higher number

3. also there is hair shape. this is how thick each hair strand renders. adjust them accordingly.



Why nothing happens after I click make hair cards?

if curve is too short and the Resolution(Length) value is high, it can not generate a hair card mesh. lower the Resolution(Length) value, it will appear. if a set value is beyond the default range, open geometry node editor and on the right side panel manually adjust the range.


how to use the Draw Quick Eyelash operator?

1. select a mesh and press the button to start

2. draw lines where eyelash would present, you can draw multiple lines to overlap area where eyelashes are dense. please note, the drawing direction matters, either all from left to right or right to left.

3. press W or S to tilt the curve until you see a visible red strip and then press Spacebar/Enter to confirm, or press Z to delete last draw line, or ESC/ Right Mouse Button to cancel.

4. adjust the parameters in the side panel and enter particle edit mode to comb the hair to your liking.

5. when done, you can bind the hair to target mesh or transfer hair as part of the target mesh.

how to re-use previous hairs that I spend time and effort created/modified?

1. add haircut via addon panel, choose a closest haircut you want and modify it.

2. locate the actual mesh object that contains the hair particle systems, rename it to something unique. 

3. use any tool to take a screenshot of it or render it in JPG format and save the blend file. name both the screenshot and blend file to that unique name you give to the mesh object.

4. optionally, delete other objects and clean up scene to save disk space, but not necessary, you can leave it as it.

5. if you use custom folder for the haircut, save both the screenshot and blend file inside the folder, otherwise, save them in the addon folder, which is located at: C:\Users\UserName\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\Facial Hair Toolkit\HairAssets    quick tip: you can copy the haircut files from addon folder to custom folder.

6. press "Refresh Previews" in the addon preference, your newly added haircut is ready to use.

How to adjust the shape to my character head?

every head shape is unique, here are the steps how I match the head shapes.

1. after select a shrinkwrap target, use transform tools (move, rotate, scale) to adjust the overall shape

2. disable the shrinkwrap modifier. in sculpt mode, use grab brush to micro adjust the shape, such as area near ear. hold shift to smooth the out. then enable the modifier.

3.  in particle edit mode, fine tune the guided hair to better fit the head, also enter weight painting mode to adjust the hair distribution.


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Sales 400+
Customer Ratings 12
Average Rating
Published almost 3 years ago
Blender Version 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93
License Royalty Free
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