I have been working on this asset as a way of learning how some best practices for making game hair, something I have always been trying to dodge as much as possible. With the help of Johan Lithvall though I got some great guidance and it no longer seems as overwhelming.
it took quite a while to get under the skin, but once it is there it is actually relatively simple, though time intensive.
I started out by planning the hair cards in photoshop so I had an idea of how I would try to make my splines align inside of maya, once planned. I placed it as a guide on a plane and used xgen to make hair splines that looked like the cards I wanted for my hair style.
once the hair was done I baked it inside of xnormal and started placing the hair cards inside of maya. it is a cool process johan teaches, it enforces a 3 step process of placing hair, where you go from big and opaque ones, to small and transparent ones that are almost single hairs.
once I got the hairstyle I wanted I brought it into Unreal engine for final rendering.
You can see the maps I used to plug into the shader inside of unreal engine.