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03.Structure

Purpose

In this step, you will learn about the mesh composition and LOD (Level of Detail) structure of inZOI hair. The hair is not a single mesh — it is divided into HairCards and a Scalp, each using its own material slot. It also includes multiple LODs for performance optimization.


Composition Summary

component explanation
Hair Mesh The main HairCard mesh.
Includes a UV2 channel for customization, enabling tint, highlight, and hair length adjustment features.
Scalp Mesh A supporting mesh that maintains scalp detail.
Uses the same skeleton as the HairCard mesh, but does not require a UV2 channel.
Material Slots Separate material slots are used for HairCard and Scalp.
  • Slot 0: MI_AssetName
  • Slot 1: MI_AssetName_Scalp
  • Slot 2: MI_AssetName_LOD
LOD structure Create LOD0, LOD2, and LOD4.
LOD1 = LOD0
LOD3 = LOD2
As such, LOD1 and LOD3 share the same meshes as LOD0 and LOD2, respectively.

LOD Step-by-Step Explanation

LOD steps composition use
LOD0 Includes both Hair and Scalp meshes; highest quality version. Used for customization view and close-up display
LOD2 Includes Hair and Scalp, but with one-third of the HairCard density. Used for general gameplay camera distance.
LOD4 Hair only; simplified low-poly mesh (Scalp not included) Used for distant rendering and performance mode.

HairCard + Scalp Example image for Scalp mesh check
LOD0 example LOD0 Example LOD0 Scalp Check
Number of triangles - approximately 40,000
LOD2 example LOD2 Example LOD2 Scalp Check
Number of triangles - approximately 15,000
LOD4 example LOD4 Example
Number of triangles - approximately 170

  • The number of triangles may vary depending on the hairstyle.
  • Scalp is not included in LOD4
💡 ModKit Standard:

LOD creation is optional.
You can build with just LOD0, and creating LOD2 and LOD4 will improve performance.


Mesh naming conventions

item rule example
Final Skeletal Mesh SKM_[Gender]_Hair_[StyleID] SKM_Female_Hair_L_007
Hair mesh (by LOD) [Gender]_Hair_[StyleID]_LOD#
  • Female_Hair_L_007_LOD0
  • Female_Hair_L_007_Scalp_LOD0
  • Female_Hair_L_007_LOD2
  • Female_Hair_L_007_Scalp_LOD2
  • Female_Hair_L_007_LOD4
Scalp mesh (by LOD) [Gender]_Hair_[StyleID]_Scalp_LOD#
  • Female_Hair_L_007_Scalp_LOD0
  • Female_Hair_L_007_Scalp_LOD2

Things to check

item Things to check
Are HairCard and Scalp bound to the same Skeleton? Check that HairCard and Scalp use separate material slots.
Does the Scalp mesh exclude the UV2 channel? If the Scalp mesh contains a UV2 channel, remove it.
Is the Scalp mesh excluded from LOD4? LOD4 should be created as a simplified single mesh without Scalp.

Mistake-avoidance tips

situation cause How to solve
UV2 channel exists on Scalp mesh Unnecessary UV data included Verify and remove UV2 before export
Scalp visible in LOD2 Scalp mesh still included Use the same Scalp mesh as LOD0 for LOD2

Summary of this section

Checklist Whether completed
Understanding Hair + Scalp Composition
Understanding the LOD0 / LOD2 / LOD4 structure
Check Material Slot Separation
UV2 exists only in the Hair mesh

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