Theories on Hair Modelling

I’ve modelled a charactered and rigged him up, and textured, but I gave him a bascinet helmet because the hair I had modelled was too claymation style (I used the sculpted bezier curve that David Allen Ward showed in his tutorial on YT)

I was just wondering if anyone has found any good methods of modelling realistic looking hair without using the particle system (I have to export into Unity 3 which doesn’t take particle systems from Blender)?

Thanks if you bothered to read :stuck_out_tongue:

alpha channeled polygon hair, is the keyword :wink:

thanks alot, more of the look i’m looking for :smiley: