Keratin — Hair Card Studio

MeshMind in Rendering


Keratin — Hair Card Studio · Blackframe Labs

Turn hours of manual hair-card work into minutes.

Blender emits particle hair and bakes images — but it has no dedicated pipeline for game hair cards. Keratin is that pipeline: generate a full card set, pack an atlas, bake every map, and export a game-ready pack with metadata, without leaving the sidebar.

✓ Blender 4.2+ (tested 4.2–4.5 LTS)  ·  ✓ Legacy add-on or Extension install



2–6 hours of manual work, down to under 15 minutes

The manual route means hand-placed planes, separately styled emitters, hand-arranged UVs for an atlas, baking one object at a time, then writing metadata for the engine by hand. Keratin collapses that whole chain into a handful of clicks.

Manual, native Blender
Planes placed by hand, emitters styled one by one, UVs arranged manually, objects baked individually, engine metadata written by hand.
With Keratin
Create Full Card Set → Pack Cards to Atlas Grid → Bake Full Atlas Pack → Export Game Pack. Four steps, one sidebar tab.

Four studio systems — all included

One sidebar tab, one pipeline from grow to game-ready.

Card Set Generator
Region-aware layout built on Blender's own hair particle system.
  • Create Full Card Set across Top, Front, Sides, Back and Nape in one click
  • Straight, Wavy, Curly and Coily presets, plus per-card length, clump and kink controls
  • Children, clump and kink driven directly by the particle system
  • Root/tip color ramp, palette, variation and gray blend
Atlas Baker
Every card, every map, one pass.
  • Pack Cards to Atlas Grid before bake, so layout is settled once
  • Bake Full Atlas Pack: Albedo, Alpha, RootTip, AO, Roughness, Normal, Flow, ID, Depth
  • 1024 or 2048 resolution, choose only the maps you actually need
  • Default output path sits next to your .blend at //keratin_bake/
Game Pack Export
Engine-aware from the first export, not an afterthought.
  • Atlas PNGs plus a matching cards.json written together
  • Metadata built for Unreal / Unity pipelines out of the box
  • Reproducible — seeds and .ker serialization mean the same style bakes the same way twice
.ker Library & Hair Blocks
Styles that travel with you between projects.
  • Save and load full styles as portable .ker files
  • Reuse a style across characters or projects without rebuilding it
  • Hair Blocks add a metadata layer for the wider Follica pipeline

Built around four design principles

  • ✓ Cards are the product — this isn't for infinite scalp grooms
  • ✓ Reproducible: seeds + .ker serialization, not one-off results
  • ✓ Fast defaults: upward normals, sensible lengths, one-click sets
  • ✓ Engine-aware export: maps and metadata, not just viewport-pretty hair
  • ✓ Works as a legacy add-on zip or a Blender 4.2+ Extension

What it won't do

Keratin is a card pipeline, not a full grooming suite.

Not built for dense scalp grooms
The design principle is cards as the product. If you need strand-level render hair for a cinematic close-up, that's outside what this pipeline targets.
Needs Blender 4.2 or newer
Tested on 4.2 through 4.5 LTS. It won't install or run on older versions.
Bake quality follows your groom
The atlas baker captures what your particle system produces — a rough or sparse groom will bake into a rough or sparse atlas.
Doesn't rig cards to your character
Export hands you atlas PNGs and cards.json for your engine — weighting and attaching cards to a skeleton stays your pipeline's job.

Installation

  1. Legacy add-on: Edit → Preferences → Add-ons → Install…, select the Keratin zip, enable it
  2. Or install as a Blender Extension via Get Extensions / local extension install (4.2+)
  3. Open the 3D Viewport Sidebar (N) → Keratin tab
  4. Click Create Full Card Set and pick a preset to start your first pass

Support

Questions about a bake, an export, or a specific preset? Send your Blender version and what you expected to see. Contact: [email protected]


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Details
Blender Extension Compatible Yes
Published about 2 months ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License Mit