Stop Guessing Hair Volume: The Raw Scan Workflow for Bangs (Ornatrix / 3ds Max)

 The "Uncanny Valley" often hides in the forehead. Specifically, in how the hair transitions from the scalp (the parting) and how the bangs sit relative to the face.

In Episode 3 of our specialized Grooming Course, we tackle the most defining area of any hairstyle: The Parting and The Bangs.

The Problem: Grooming on Proxies

Many 3D artists make a fundamental mistake: they judge hair volume based solely on the low-poly proxy mesh (retopo).
The problem? A proxy mesh is an approximation. It often lacks the subtle surface nuances of the real head. If you groom the bangs "by eye" on a proxy, you often end up with two issues:

  1. The "Wig" Effect: The hair sits too high/far from the skin.

  2. The "Clip" Effect: The hair intersects with the real volume of the forehead when rendered.

The Solution: Raw Scan as a Reference

In this tutorial, I demonstrate a production-proven technique: Loading the Raw High-Res Scan.

I don't just use this for collisions. I use it as a spatial reference. By seeing the actual, noisy, high-res skin surface in the viewport, I can accurately "feel" the volume. I know exactly how much distance to leave between the root and the guide to create a realistic "lift" before gravity pulls the strand down.

It takes the guesswork out of the equation.

Workflow Breakdown

Here are the key technical takeaways from this episode:

1. The Parting Logic
A parting isn't just a straight line; it's a disruption in the hair flow. We analyze the reference (the purple wig) to match the root direction strictly. The contrast between the sharp root direction and the flowing length is what creates realism.

2. Visual Isolation
When working on the front strands, the rest of the head is visual noise. I use "Isolate Selected" in Ornatrix to focus strictly on the bangs. If you can't see the curve's silhouette clearly from the side view, you cannot style it correctly.

3. Guide Alignment
We start by creating the main flow, then refine the "flyaways" and imperfect strands that give the character life.

Watch the Full Episode

Check out the full workflow breakdown below. I used Autodesk 3ds Max 2026 and the latest build of Ornatrix by Ephere.

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Technical Notes


Happy Grooming!
Andrew (Charly Tutors)

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