横幅背景
12 Hair Normal Maps + 8 MatCaps - Scales, Feathers & Embroidery | Works on Any Avatar
12 Hair Normal Maps + 8 MatCaps - Scales, Feathers & Embroidery | Works on Any Avatar
12 Hair Normal Maps + 8 MatCaps - Scales, Feathers & Embroidery | Works on Any Avatar
12 Hair Normal Maps + 8 MatCaps - Scales, Feathers & Embroidery | Works on Any Avatar
12 Hair Normal Maps + 8 MatCaps - Scales, Feathers & Embroidery | Works on Any Avatar
12 Hair Normal Maps + 8 MatCaps - Scales, Feathers & Embroidery | Works on Any Avatar
12 Hair Normal Maps + 8 MatCaps - Scales, Feathers & Embroidery | Works on Any Avatar
12 Hair Normal Maps + 8 MatCaps - Scales, Feathers & Embroidery | Works on Any Avatar

12 Hair Normal Maps + 8 MatCaps - Scales, Feathers & Embroidery | Works on Any Avatar

商品描述

Give any hair mesh real strand flow without repainting its texture. Six hair maps — straight, fine straight, wavy, curled, anime clumps and braided — plus the materials that are hard to find anywhere: dragon scales, fine fish scales, feathers, crushed velvet and two Japanese embroidery patterns (seigaiha wave and shippou). Drop one into the Normal Map slot of lilToon (or any shader), set the tiling, and the light starts following the strands. No color is baked in, so the hair keeps its own color — the flow is the only thing that changes. Eight matcaps ship with the pack, including two angel-ring highlights, all near-grayscale so they sit on any hair color. Every map is a periodic function evaluated on a torus, so the tile joins itself exactly and there is no seam at any tiling value. 2048px for PC, 1024px for Quest, height maps included. Not tied to any avatar.

No generative AI. No image-generation AI was used in this pack. Every map is generated by code: each material is written as a periodic function on a torus, evaluated into a height field, converted to a tangent-space normal map and written straight to pixels — then checked and packaged by hand. That is also why the tiles have no seam: the function joins itself exactly at the edge, so there is no patched-up border to hide. Declared here because both itch.io and Jinxxy require the origin of the artwork to be stated.

What's inside

  • 12 material folders (01-12) — each with the normal map at 2048px (PC) and 1024px (Quest), plus the 2048px height map
  • Hair: straight / fine straight / wavy / curled / anime clumps / braided
  • Extras: dragon scales, fine fish scales, feathers, crushed velvet, seigaiha wave and shippou embroidery
  • Matcap_1024/ — 8 matcap PNGs (angel ring x2, glossy, satin, matte brushed, metal, pearl, toon 2-shade)
  • 45 files in total
  • READ_ME_FIRST.txt — license and usage

Specs

  • 12 materials: hair 6 / scales 2 / feathers 1 / fabric 1 / Japanese embroidery 2
  • Normal maps at 2048 x 2048 px for PC and 1024 x 1024 px for Quest, both included
  • Seamless at any tiling value. Each map is a periodic function evaluated on a torus, not a photo patched at the edges, so there is no border to give it away however far you crank the tiling
  • Not tied to any avatar. A normal map sits in a shader slot, so it works on any model, PC or Quest, and on world floors, walls and props
  • No color is baked in. A normal map only changes how light hits the surface, so the outfit keeps its own colors and its own texture
  • OpenGL convention (Y+). Unity and Blender take them as they are
  • Height maps (grayscale, 2048px) come with every material
  • 8 matcaps at 1024 x 1024 px, near-grayscale so they fit any hair color

How to use

  • lilToon: tick Normal Map, drop in the 2048px PNG, then set Tiling for how fine the strands are (2-6 for hair) and Scale for how deep it looks (0.3-1.5)
  • lilToon: tick MatCap, drop a bundled matcap PNG into the MatCap slot, blend with multiply or add (add is best for the angel ring)
  • In Unity, set the normal PNG's Texture Type to 'Normal map' first (matcaps stay at the default)
  • Quest: use the 1024px folder — the headset downsizes anything larger
  • Any other shader (Standard, Poiyomi, Blender Principled BSDF) takes the same file in the same slot — OpenGL convention (Y+)
  • The height maps are only there if you want to bake at a different strength or drive displacement

License

Royalty-free. Use them in commercial and non-commercial work — games, TRPG sessions, videos, streams, VTuber overlays, print. No credit required. You may edit, crop, recolor and combine the files freely.

Not allowed: redistributing or reselling the assets themselves, claiming authorship, or using them as training data for AI / machine learning models.

$4.99 USD