This robot can be customized and programmed to do nearly anything
“Sometimes I leave the back door open for my deaf and blind dog so he can enjoy what the neighbors are grilling.”
(Source)
I...tried to make a meme and got carried away and made A Thing that is like partially unfinished because i spent like 3 hours on it and then got tired.
I think this is mostly scientifically accurate but truth be told, there seems to be relatively little research on succession in regards to lawns specifically (as opposed to like, pastures). I am not exaggerating how bad they are for biodiversity though—recent research has referred to them as "ecological deserts."
Feel free to repost, no need for credit
Enjoying delicious strawberries, it feels that its life has reached its peak. In fact, happiness is so simple, you have to work hard to please yourself.
It's my 3 year anniversary on Tumblr 🥳
Huh. Another mile stone. Weird.
what do you mean elon musk did a nazi salute on live tv at the united states presidential inauguration twice and is now erasing the evidence off the internet by replacing the footage with the crowd cheering instead?
would be a shame if people reblogged this, wouldn’t it?
People often ask me about how I create fur in blender, so I decided to make a post about it with all the details. I will use my personal Kotie model as an example. It already has all the fur but I will create a new one with step-by-step explanation ~
I will only create the fur for the face, but everything I will use here works for the rest of the body as well!
Important:
I use Blender 3.6.
I don't know much about the new hair system; I don't work with it for now.
I'm not a professional, not a teacher, and not a Google or Youtube. I'm a chaotic self-taught hobbyist who does stuff for his own use only, so I don't know everything :'D
I don't know if will I do more posts like this. It's not easy, it took me many hours of work.
My main blender-related post.
So, met the hairless Kotie! He is ready to get some fur...
>>>>
I create fur through multiple Particle Systems. So, I created a new one and edited it a little, making the hair particles shorter. Then I use Vertex Groups to control where the hair will grow. For example, I want to create facial fur, so I create a Vertex Group for the face (I already have several) and paint it using Weight Paint. Red is for fur and blue is for places with no fur. Also Vertex Groups can be used for fur length, clumps, kinks and other settings. I sometimes play randomly with these.
Next, the fur needs to be combed and it is easier to do this symmetrically. Particle systems are never symmetrical at first, so I just remove the half and then mirror the other half.
There is a bug related to the symmetry of hair particles in Blender. I once made a post about it.
Combing works like… combing. I just need to comb the fur in a natural direction (if you are not sure how to comb it - look for photos). It also usually makes sense to make the fur thinner - this can be done by changing the "Diameter Root" in the Hair Shape settings. This will make the fur look more like fur and less like spikes.
Then I add Children to make the fur densier. At first it usually looks very smooth, even unnaturally smooth, so I need to make it messier. There are many tools for it - clumping, roughness, plus I can add some details by selecting random hairs and editing them separately. There are also the Length and Threshold settings in Children to make some part of the hairs shorter than others.
Another good idea is to make a duplicate of the particle system with a lower fur density and edit it separately (it's important for it to be a fully separate one, so press F9 when you duplicate it). I made the fur on the duplicate longer, fluffier, combed it a little differently, and added some clumping. The main fur is blue and the duplicate is red, to make them clearly visible.
A good way to paint fur realistically is to mix (using Mix Color node) few Color Ramps with Curves Info. This allows you to color the fur in every little detail, especially if you will also use texture masks.
I used texture with stripes as one of the layers, and this is what I got:
I use Cycles and Principled Hair BSDF
All other fur parts (neck, body, paws, tail) are created in a similar way. There can be as many of different Particle Systems as you need (and as many as your computer will allow you to do). To improve performance in the viewport, you can set fewer displayed hair children than in the render.
More color details can be added using texture masks - for example I drew one with spots for whiskers.
This is what I got + black one as a bonus/variation.
Fur settings are individual - for example, it can be more or less shiny, so it makes sense to try different variations and choose what looks best. 3D is always about experimenting and trying new things! c:
Also, each Particle System can have its own material. I gave Black material to some of them (they are red in viewport) and this is what I got:
That's all for now, thank you very much for reading! I hope this was useful to these who are interested in creating fur in Blender.
~ Vill Liedo <3
"Tell me something you've never told anyone" - like that's going to get any thing good.
"Tell me something you've only ever told one other person." - that's gonna be the real secrets.
Shuri: If I die, my funeral’s gonna be the biggest fucking party and you’re all invited.
Harley: If?
Peter: Great, the only party I’ve ever been invited to and she might not even die
Dogs loves the beach
I like wakfu, blender, marvel, random web series, and technology.
206 posts