After making a simple rig to pose the 3D character, we made three generated haircuts. In the first project's version, we used X-gen and faced overkill crashes trying to change hair's length and curves' position, so we adapted, abroad of time tracker, the workflow to accomplish the project.
Last few years, we have created a flexible workflow that allows us to make and change hair fast and accurately, disregarding how the character moves, including force fields and clothes simulation. We have made the second project's version specially for this article by using Unreal Engine to render a video example. During this process shaders were made for skin, hair, clothes, and eyes, which with proper hi-res texture increases quality up to photorealistic.