capelli Modelli 3D

Abbiamo 3368 oggetto(i) Senza royalty hair Modelli 3D.

Dettagli
$5
$1500
  1. Cap V106 Modello 3D
  2. Cap V105 Modello 3D
  3. Beard V78 Modello 3D
  4. Beard V77 Modello 3D
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    Carpet Art for Interior 62 Modello 3D
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    Carpet Art for Interior 61 Modello 3D
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    Carpet Art for Interior 60 Modello 3D
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    Carpet Art for Interior 59 Modello 3D
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    Carpet Art for Interior 58 Modello 3D
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    Carpet Art for Interior 57 Modello 3D
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    Carpet Art for Interior 56 Modello 3D
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    Carpet Art for Interior 55 Modello 3D
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    Carpet Art for Interior 54 Modello 3D
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    Carpet Art for Interior 53 Modello 3D
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    Carpet Art for Interior 52 Modello 3D
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    Carpet Art for Interior 51 Modello 3D
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    Carpet Art for Interior 50 Modello 3D
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    Carpet Art for Interior 49 Modello 3D
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    Carpet Art for Interior 47 Modello 3D
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    Carpet Art for Interior 46 Modello 3D
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    Carpet Art for Interior 45 Modello 3D
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    Carpet Art for Interior 44 Modello 3D
  23. Cap V104 Modello 3D
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    Carpet Art for Interior 43 Modello 3D
  25. Cap V103 Modello 3D
  26. Beard V76 Modello 3D
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    Carpet Art for Interior 42 Modello 3D
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    Carpet Art for Interior 41 Modello 3D
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    Carpet Art for Interior 40 Modello 3D
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    Carpet Art for Interior 39 Modello 3D
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    Carpet Art for Interior 38 Modello 3D
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    Carpet Art for Interior 37 Modello 3D
  33. Cap V102 Modello 3D
  34. Cap V101 Modello 3D
  35. Beard V75 Modello 3D
  36. Cap V100 Modello 3D
  37. Cap V99 Modello 3D
  38. Beard V74 Modello 3D
  39. Tappo V98 Modello 3D
  40. Tappo V97 Modello 3D
  41. Barba V73 Modello 3D
  42. Tappo V96 Modello 3D
  43. Tappo V95 Modello 3D
  44. Barba V72 Modello 3D
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    Leone truccato Modello 3D
  46. Tappo V94 Modello 3D
  47. Tappo V93 Modello 3D
  48. Barba V71 Modello 3D
  49. Tappo V92 Modello 3D
  50. Barba V70 Modello 3D
  51. Tappo V91 Modello 3D
  52. Barba V69 Modello 3D
  53. Tappo V90 Modello 3D
  54. Barba V68 Modello 3D
  55. Tappo V89 Modello 3D
  56. Barba V67 Modello 3D
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    Barbiere salone di bellezza 19 Modello 3D
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    Cane della prateria con pelliccia Modello 3D
  59. Tappo V88 Modello 3D
  60. Barba V66 Modello 3D
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    Pelliccia di orango Modello 3D
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    Pelliccia di caracal animata Modello 3D
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    Pelliccia di caracal Modello 3D
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    Pelliccia Kinkajou animata Modello 3D
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    Pacchetto elementi essenziali per la vegetazione del giardino 39 Modello 3D
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    Elegante pacchetto di erbe da giardino 38 Modello 3D
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    Forma di topo ratto Modello 3D
Pagina 1 di 34

Q1: What are the main techniques used to create 3D hair models?

Three approaches dominate production pipelines. Card-based hair: flat polygon strips with alpha-masked hair textures placed to simulate volume and flow — the standard for game characters because it's performant and controllable. Strand-based hair: actual geometry curves or tubes representing individual strands, generated through Blender's hair particle system, Maya's XGen, or Unreal's Groom system — highest quality, used in film and high-end real-time work. Shell/cap hair: a solid mesh shaped to represent a hairstyle, textured to suggest strand detail — simplest approach, used in mobile games and stylized characters where polygon budget is tight. Each technique has different import requirements, so verify which approach a model uses before purchasing.

Q2: How do card-based hair models work in game engines like Unreal Engine 5?

Card-based hair imports as a standard skeletal or static mesh — it's just geometry with alpha-masked textures. The hair cap (a solid base mesh matching the head shape) provides the base, and individual card strips are placed to build volume. In UE5, the hair shader needs Two-Sided enabled and Alpha Clip Mask set to cut out the transparent regions cleanly. The Two-Sided Foliage shading model is often used for hair cards specifically, as it handles the backface lighting correctly. Dynamic simulation — hair movement during character animation — is handled by attaching hair card bones to the character's head bone and adding spring-damper secondary motion through Anim Dynamics. Without secondary motion, card hair looks planted and static.

Q3: What's the difference between hair cards and UE5's Groom system?

Groom is Unreal's strand-based hair system introduced in UE4.26 and significantly improved through UE5.x releases. It renders actual hair strands using a specialized rasterizer, simulates physics per-strand, and produces film-quality results in real time on modern hardware. The trade-off: Groom assets require significantly more GPU resources than card hair and aren't practical on low-end or mobile hardware. As of 2026, Groom is viable for PC and console games targeting mid-to-high-end hardware — not for mobile or Switch-equivalent targets. Card hair remains the practical choice for broad-platform game development. Groom is for games where hair quality is a differentiating visual feature and the platform can support it.

Q4: How do I import a card-based hair model from 3DExport into Blender?

Import the FBX or OBJ file first. The hair textures need careful attention: the diffuse map carries the hair strand color, and the alpha channel (or a separate opacity map) defines the cutout. In Blender's material setup, use a Principled Hair BSDF for strand rendering or a standard Principled BSDF with Alpha set to the texture's alpha channel for card rendering. Set Alpha Blend mode to "Clip" in the material settings for clean cutouts — "Blend" mode causes sorting artifacts on overlapping cards. Back Face Culling should be disabled (enable Two-Sided). One recurring import issue: FBX files sometimes lose the alpha channel link on import, leaving the hair as solid opaque planes. Reconnect the alpha texture manually through the Shader Editor.