Meta Avatars Hair Development

Responsible for retopo and textures of both assets.  Both were part of an executive showcase at Meta Connect 2025.

Responsible for retopo and textures of both assets. Both were part of an executive showcase at Meta Connect 2025.

Some of the 150+ hairs I helped develop in my time at Meta.

Some of the 150+ hairs I helped develop in my time at Meta.

Responsible for all aspects of both hairstyles.

Responsible for all aspects of both hairstyles.

Top: Responsible for all aspects
Bottom: Responsible for retopo, UV layout, texturing.

Top: Responsible for all aspects
Bottom: Responsible for retopo, UV layout, texturing.

Clean, efficient retopology and UV layouts were needed for the many hairs I developed.  Most retopo was manual, and UV layouts needed to follow strict parameters to ensure they worked with our procedural hair strand texturing workflow.

Clean, efficient retopology and UV layouts were needed for the many hairs I developed. Most retopo was manual, and UV layouts needed to follow strict parameters to ensure they worked with our procedural hair strand texturing workflow.

Work-in-progress image showing the duotone masks, color map, and ambient occlusion passes.  Color maps were authored in grayscale and colorized via custom gradients to enable a nearly infinite number of color options.

Work-in-progress image showing the duotone masks, color map, and ambient occlusion passes. Color maps were authored in grayscale and colorized via custom gradients to enable a nearly infinite number of color options.

From May 2023 to December 2025, I worked as a contract 3D artist at Meta creating hair and clothing assets for the VR Avatars pipeline.

I helped develop the look of the Avatars 2.0 hair shader and texture style, and was responsible for all texture-related documentation to help give other artists a better understanding of the workflow. I gained a comprehensive end to end understanding of the workflow and pipeline tools, involving taking the hair from initial 2D design through to sculpt, retopo, UV, texture, rig, and implementation stages.

I was also responsible for developing the look of the duotone (two-color hair options) system and maintaining visual parity across a wide array of hairstyles. I took ownership of a few hairs end to end, but the bulk of my work was QA and overseeing external vendors. Twice-weekly critique sessions provided an opportunity to assess how the vendors were developing the assigned assets, and ensure style consistency and quality standards.

Throughout my time at Meta, I gained a deep understanding of developing VR game assets for a custom Unity-based engine, and how to optimize assets to run efficiently across VR, mobile, and desktop platforms.