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Description

A quick little loop I made to test out a new model and a new more stylized method of rendering fur. Hope ya like!

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  • Comments
  • rixoli said:
    If you're referring to giving this a "One star review", Ding Dong your opinion is wrong.

    I think it's just one of those "omg i can be first comment" moments you see on Youtube all the time

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  • The model looks stunning and the fur rendering makes the characters stand out a bit more, excellent work~!

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  • derpdash59 said:
    bruh.

    i remember saying first post nice and getting heavily downvoted cause ppl thought i said "first comment nice" but i meant, that this was the first post of this artist on the site and that it was very good for a first, we need to post longer comments sometimes lol

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  • nekraghost said:
    Hey, is bfct inspired in the villain from watership down? It kinda reminds me of him and I was just wondering

    Nope; inspired by the works of Snowskau more than anything else.

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  • That fur looks absolutely fantastic, i hope you don't mind me asking but how do you make it have that stylized look? Do you use hair cards or the blender hair system? Also how did you get it to be "flat" in some areas like her arm while still having fur clumps coming out of the sides, kind of like a drawing?

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  • unknownxd said:
    That fur looks absolutely fantastic, i hope you don't mind me asking but how do you make it have that stylized look? Do you use hair cards or the blender hair system? Also how did you get it to be "flat" in some areas like her arm while still having fur clumps coming out of the sides, kind of like a drawing?

    This was done using blender's hair particles, rendered in Eevee. The flat-ish shading effect was done by taking a "normal" node (note: not a normal map node, just a normal node) and plugging it into the normals for both the fur -and- the character. That's pretty much it; don't even have to do anything with that normal node, just plug 'er in. Make sure your character colours and your fur colours are identical. Don't bother adding any specularity or anything like that, you'll just break the effect and it looks awful, just stick with diffuse materials for the fur and any parts of the body that are covered in fur.

    The hard part is that this makes lighting these characters very weird. You lose a ton of shadow detail so you'll want to make sure your texture painting is good; add in lots of colour variation and fake AO (paint crevices darker, any sticky-outy bits lighter, for example). Ambient Occlusion has to be off, it causes a lot of problems. You'll need to disable contact shadows on all your lights, except for any lights being used to add rim lighting to the characters, then you pretty much always need it on.

    I think that's everything. Give 'er a whirl and see what you can come up with!

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