#10055
LAZYYYY
To allow eyebrows variation and at a good resolution (eyebrows are usually blurry because they occupy a small space of the texture), could be using a texture blended from a second set of UVs.
The haircap needs similar treatment especially because the UV seam runs along the top of the head all the way to the back which makes it harder to
disguise and doesn’t allow the use of the HairTG pipeline unless it is rovided with a seamless UV set.
The option of a second UV set mean being able to have eyebrows options and hair cap (short hair) but the variation needed for short hair is much smaller than that of eyebrows and also we would want to be able to apply this textures independently.
One way to do that would be to use a third UV set which would reduce performance (to be confirmed?) and it doesn't seem the best solution.
A better solution could be having eyebrows and hair cap on UV2 using two indexes, one for each.
This means we can load the textures for eyebrows and for hair cap independently and have the UV overlapping without causing issues because the textures loaded are independent from one another.
This would also mean the ability to use smaller textures for eyebrows and a bigger one for the haircap that covers a bigger area of the head maintaining a coherent pixel density.
Below is an example of the hair cap and eyebrows UV overlapping:

MYNSTRELL


