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Hair UV Maps and Vertex Colors
UV0 is the shaded part of Hairs, examples of this would be here:

Hairs in Fire Emblem Engage do not have textures, instead the materials give the hair colors in the assettable, with some exceptions like Alear's hair. UV0 is what shows the game what's the darker hair colors and what's the normal colors. Here's an example with a custom model edited to fit how this works.

The texture used is not going to be used in the game, it's just to see how it can look. A 500x500 image that's 2 different colors on top and bottom will be good, here's one you can use to edit to see what the final hair might look like. Just make sure to remove it in blender from mtHair The example pictures don't look as good in game, always look at other hairs to compare since the UV0 is sharper and smaller and jagged. Start by shading the parts that will obviously be shaded, such as the underneath the hair strands, find small openings and work from there.


When you are UV Mapping UV0, the model you use might not actually be detailed enough to replicate how the Engage hairs look. You can either choose to edit it, but if you want to preserve the model, you should just shade the parts of the hair that will obviously be shaded, like underneath the hair, or underneath and/or around the bangs or strands. Be careful if you make any mesh edits at all, when you make your mesh edits you should import the FBX to unity regardless of if its ready or not to check tangents/normals.
https://www.youtube.com/watch?v=OefqnUZFdt4 Sometimes it might be better this way to UV map the angel ring than to do it by hand if the mesh has low detail.
If you've seen the other edit please forget about it this is a better way. The way Engage Hair angel rings are placed correlate to the hair, this can be an easy way to deduce where to put them.

Please take a look at the alignment of the circles and how It works with yunaka's hair. see how they get bigger as the hair goes down? Note that Yunaka has long hair, and someone Male alear only has 2 because he has short hair. notice how the circles get bigger as they go down her hair which is getting wider? If you can't understand, only look at how the dotted line correlates to the Angel Ring. The Green sphere is there because without it, we wouldn't know where to put the dotted line.


now, for your hair use this picture to help you understand where to put the angle rings Use this as a guide, and remember that it should be up to you whether it looks right or not, since stuff like this is on a character-by-character basis, theres no "rule" for how much angel rings they have
I will use blender to show how fire emblem engage uses vertex colors for gradients on hair. Red is for outlines, you should Ctrl K the whole mesh with this red before applying any vertex colors.

Green is for darker hair gradients, look in this picture how Madeline's hair bangs from top to bottom go from pale blonde, to dark yellow.


Blue is for engage hair gradients A good example of seeing how blue effects gradient's is engage+ hair color

the pinkish red is caused by the blue.

MORE COLORS to use a gradient that will do what green and blue will do, simply use this color

Ctrl K the mesh to red, then mix green and blue, or use green and blue separately, to get the looks you want. If this still doesn't make sense, check out the pictures below for an official example. The left is Madeline's Hair, and the right is Marni's hair

Madeline is a playable unit who can engage, while Marni isn't. The hairs look exactly the same in game, except with the added engage colors. Now can you see how the colors interact between each one now that the possibility of engaging is included in this hair, and how they mix?
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- Spring Bones (physics)
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