Hey team! I’ve created a teddy bear model in Blender using a hair particle system for long plush-style fur. The asset will be a collectible item in my game, so I need to optimise it properly for runtime.
Key points:
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The hair does NOT need to be dynamic or simulated.
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The asset will be static (no rigging or animation required).
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There will be multiple instances in the game, so performance is important.
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I want to preserve the current groomed look as closely as possible.
By my understanding, the main goal is to bake the visual appearance of the fur into textures so the final asset behaves like a normal static mesh???
I’m trying to avoid workflows where I would rebuild the hair manually ontop of static meshes.
Ideally I want to keep the current particle groom and bake its visual detail into the texture maps.
I’ve spent days researching on Google, Youtube, Chatgpt and everything in-between. But I haven’t found a clear pipeline for this specific case.
What is the recommended production workflow for converting Blender hair particle fur into a game-ready asset while preserving the existing groom and long hair?
Thank you for your time! I appreciate any advise to help me progress ![]()
