---
title: "Create Stylized Hair using GeoCurve | Uniform | Sparseal"
url: "https://sparseal.com/uniform/tutorials/geocurve-stylized-hair/"
language: "en"
description: "GeoCurves in Uniform are high-poly mesh tubes that behave like splines, making them ideal for stylized hair creation. The workflow involves using tools such as Draw Curve to generate strands, Apply as GeoCurve for conversion, and various deformation tools for refinement. Additional features include Variant Curve for duplicating splines, Radius Tilt for shaping, and Move Geodesic for strand adjustments. Advanced customization is possible through profile editing and multi-object transformations."
---

# Create Stylized Hair using GeoCurve

Intermediate

curves sculpting

[YouTube video player](https://www.youtube.com/embed/WmEDQ1pAAUg?si=tSp1XLdOHQV5dwIW)

GeoCurves in Uniform are high-poly mesh tubes that behave like splines, making them ideal for stylized hair creation. The workflow involves using tools such as Draw Curve to generate strands, Apply as GeoCurve for conversion, and various deformation tools for refinement. Additional features include Variant Curve for duplicating splines, Radius Tilt for shaping, and Move Geodesic for strand adjustments. Advanced customization is possible through profile editing and multi-object transformations.

## Tools Used

All listed tools, procedural and overrides can be found in Uniform's gallery

![Draw Build Curve](https://sparseal.com/uniform/assets/tools/draw_build_curve.png)

### Draw Build Curve

![Rebuild Surface Process](https://sparseal.com/uniform/assets/tools/rebuild_surface_process.png)

### Rebuild Surface Process

![Radius Deformation Filter](https://sparseal.com/uniform/assets/tools/radius_deformation_filter.png)

### Radius Deformation Filter

![Variant Build Curve](https://sparseal.com/uniform/assets/tools/variant_build_curve.png)

### Variant Build Curve

![Move Delta Deformer](https://sparseal.com/uniform/assets/tools/move_delta_deformer.png)

### Move Delta Deformer

![Geodesic Move Delta Deformer](https://sparseal.com/uniform/assets/tools/geodesic_move_delta_deformer.png)

### Geodesic Move Delta Deformer

![Merge Graph Layout](https://sparseal.com/uniform/assets/tools/merge_graph_layout.png)

### Merge Graph Layout

![Duplicate Region Edit](https://sparseal.com/uniform/assets/tools/duplicate_region_edit.png)

### Duplicate Region Edit

This is the basic workflow for creating detailed stylized hair in Uniform using GeoCurves. GeoCurves are objects that are rendered as high-poly mesh tubes but behave like splines. This means that the tubular shape of each curve is preserved even when smoothing or deforming its shape with destructive editing tools.

Working with GeoCurves for stylized hair involves switching between different tools, which are more easily accessible from the classic profile. Using the grid launcher with keyboard shortcuts can further streamline the process. For this explanation, we will use the classic profile, but you can create a custom UI to have these tools readily available in the interface.

Begin by creating a hair strand with the Draw Curve tool, located under Add > Curve > Draw Curve. This tool generates a procedural curve object with gizmos that allow you to refine the shape further. The thickness of the strand can be adjusted later with more precise control. Once you are satisfied with the shape, select Apply as GeoCurve.

Next, let’s explore how to manipulate a single GeoCurve spline. The workflow is similar to high-poly sculpting with GeoMesh. You can use the Move tool to deform the spline or the Object Transform tool to draw selections and move points around. Additionally, Trim tools can be used to cut parts of the spline.

Like regular meshes, if you stretch a GeoCurve too much, you may run out of geometry to maintain precise detail. To address this, use the Rebuild Surface tool. Hold down M0 to adjust the detail size and drag to rebuild. This process is equivalent to remeshing a high-poly mesh during sculpting.

Now, let’s add more detail to the hair clump. Select the Variant Curve tool under Add > Curve and drag it over the existing spline. This tool creates copies of the original spline as part of the same GeoCurve object. By holding down M0 for translation or M1 for rotation, you can create different spreads.

To introduce variation to the hair, use the Radius Tilt tool under Deform > Curve. The tool functions as follows:

-   Dragging from an endpoint adjusts the radius from that endpoint.
    
-   Dragging from the center of a spline adjusts the radius of the entire spline.
    
-   Dragging from outside the curve affects all splines within the GeoCurve object.
    

For further shape variations, use the Move Geodesic tool to move individual splines inside the GeoCurve object. This allows you to quickly switch between the Move tool, which changes the overall shape of the clump, and the Move Geodesic tool, which alters the shape of individual strands.

To add more intricate detail to the hair, you can manually edit the profile shape. Create a new workspace tab by clicking the plus icon, select New Arrange, and choose the GeoCurve Profile preset. You can use any deformation, region, graph, or layout tool to edit the profile. It works like any other object in Uniform. For example, you can use the Graph Merge tool to collapse edges and create a rectangular shape. You can also use the Region Duplicate tool to create copies of the profile within the same curve, which is useful when combining with twist effects to create ropes and braids.

Creating a full hairstyle involves repeating this process to generate different hair clumps. You can also take advantage of Uniform’s support for multi-object selection to deform all objects simultaneously. Hold down the Select shortcut and drag over multiple objects, then use any deformer to influence the overall shape and flow of the hair.

## More Tutorials

[

![Dynamic brush effects with Brush Overlay modules](https://sparseal.com/uniform/assets/tutorials/brush-overlays.webp)

### Dynamic brush effects with Brush Overlay modules

Advanced

sculpting painting



](https://sparseal.com/uniform/tutorials/brush-overlays/)[

![Introduction to High Poly Sculpting](https://sparseal.com/uniform/assets/tutorials/intro-sculpt.webp)

### Introduction to High Poly Sculpting

Beginner

sculpting



](https://sparseal.com/uniform/tutorials/intro-sculpt/)[

![Getting started with Cloth Simulations](https://sparseal.com/uniform/assets/tutorials/intro-simulations.webp)

### Getting started with Cloth Simulations

Beginner

simulation sculpting



](https://sparseal.com/uniform/tutorials/intro-simulations/)[

![Introduction to SDF modelling with SolidVolume](https://sparseal.com/uniform/assets/tutorials/intro-sdf.webp)

### Introduction to SDF modelling with SolidVolume

Beginner

volume sculpting



](https://sparseal.com/uniform/tutorials/intro-sdf/)[

![Prepare Uniform scenes for 3D Printing](https://sparseal.com/uniform/assets/tutorials/printing.webp)

### Prepare Uniform scenes for 3D Printing

Intermediate

sculpting workspace



](https://sparseal.com/uniform/tutorials/printing/)[

![Advanced Sculpting features overview](https://sparseal.com/uniform/assets/tutorials/mid-sculpt.webp)

### Advanced Sculpting features overview

Intermediate

sculpting



](https://sparseal.com/uniform/tutorials/mid-sculpt/)[

![Viewport Shading with Surface Views](https://sparseal.com/uniform/assets/tutorials/surface-views.webp)

### Viewport Shading with Surface Views

Beginner

workspace painting sculpting rendering



](https://sparseal.com/uniform/tutorials/surface-views/)

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