Rigging & animation · Intermediate
Hair and fur
Thousands of thin strands grown on a mesh, then combed and styled
What are hair and fur in 3D?
Hair and fur in 3D are made from thousands to millions of thin curves, called strands, grown from a mesh’s surface. Artists comb, cut and clump them in a step called grooming, and can simulate them so they sway. Games often use textured strips called hair cards instead.
Think of it like this
Like sowing grass on a lawn shape, then combing and trimming it: you style the whole field with brushes rather than placing every blade.
Where it fits in a 3D project
- Create
- Surface
- Rig
- Animate
- Render
- Export
Surface: Giving the shape its color and material: UVs, textures and shaders.
How hair and fur work
- 01Choose the surface the hair grows from, like a scalp or a body.
- 02Grow guide strands, then comb, cut and clump them into a style.
- 03Child strands fill in around the guides for full density.
- 04Add a hair material, optionally simulate the motion, then render.
Where hair and fur are used
- Character hairstyles, beards and eyebrows
- Animal fur and creature coats
- Grass, carpets and fuzzy fabrics
Beginner tip
Style a few hundred guide strands and let child strands fill in the rest. Combing every strand directly is slow, and guides keep the style easy to change.
Terms related to hair and fur
- Rigging & animationPhysics simulationLetting the software work out motion from gravity, forces and collisions
- Rigging & animationParticle systemA tool that sprays and steers many small points for sparks, rain and dust
- Rigging & animationCloth simulationMaking a mesh fold, drape and flap like real fabric
- Texturing & materialsShaderThe small program that decides the final color of every point on a surface
- Lighting & renderingReal-time renderingDrawing 3D images fast enough to react instantly, as in games and viewports
Hair and fur FAQ
Updated October 29, 2026 · Browse all 3D terms