Ruaidri Recently posted a journal entry, kindly sharing a .Blend file with their Geometry Nodes Fur. Also included is a step by step explanation of how to apply their nodes to your own model. There's a section on physics simulation too, I may experiment with this later and test it on a sphere. Working with Ruaidri's Geometry nodes was pretty nice and preforms well in real time. Lowering the view-port ratio helps performance, same with lowering the quality of the shadows. You have a great deal of control, with options like Clumping, Random Length and Endpoint. I made separate groups with their own unique settings, since the groom on the tail will have different characteristics than the arms. The fur groups I created were for the Torso, Chest fluff, Arms, Legs, Hands, Feet, Tail, Head, Hair and lastly, Guard Hairs. The guard hairs are meant to give his silhouette a touch of detail and a fluffy look. Overall I'm pretty happy with the final result and the tools control options, Ruaidri's explanations helped make set up a breeze. If you have a model, try it out for yourself!
skrider Base model is by BizyMouse, you can pick up the model on their Gumroad here: https://bizymouse.gumroad.com/l/bizyskunk I repainted the skunk model using Blenders texture painting workspace. With a series of images, I paint projected fur onto the model and painted over it to achieve the furred texture paint.
Kitmms Helped show me how to separate the characters overlapping UVs, we had to separate some parts from the mesh, mirror him down the center and fuse the vertices back together. He has been mentoring me for several years now in Blender and 3D art in general. They applied Ruaidri's Geometry Nodes Fur to their character too, and posted some helpful notes about the process, go check it out! https://www.furaffinity.net/view/51527558/
Category Artwork (Digital) / All
Species Hybrid Species
Size 633 x 1024px
File Size 51.4 kB
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