Tutorial I Animal Fur With Particle Hair And Cycles In Blender Part 1

Blendfile and part 2: http://blenderdiplom.com/en/tutorials/...

Jonathan Lampel shows you how to create animal fur with the hair particle system in Blender.

The Cycles Encyclopedia: https://store.blender.org/product/cycl...

Hello and welcome to a video tutorial from blender diplom comm. My name is jonathan Lam pal and today I'm gon na be showing you how to make some awesome firt using blender and cycles. So I made this image here and I've already modeled the cat and kind of put in you know the very few background pieces and such I've already added a texture, but we're going to be adding the fur to the little kitten and making it look all nice In cycles so jumping right into the scene here you see what I have set up. Actually we're going to be working on a duplicate of this object just in rest position, because that's basically the best way to set up the fur and then we can pose it. However, we want later, if you want to do that on your own time, so this file should be available to download and you can do whatever you want with it. So you can see that this cat is already textured. If I go into texture mode, it was just a you know: quick, quick texture, painting, job and so using you know, reference images of course, so we already have that to work off with, but we don't have the fur itself, so you might have a model of A cat with you know you might want to add some fur to it or you might have any number of animals pretty much all animals at least mammals have first. So that's something you might need to do in the future, especially if you're doing you know any sort of character animation that comes up quite a lot. So what we're going to do is we're going to add particle systems for the fur and we're going to do this in a few steps, because it's really really difficult to have it all in one particle system and then control it all just like that. So what we're going to do is we're going to have a few layers. We'Re gon na have one particle system for the main body. Then we're gon na have one for the paws, because that's a little bit different. We'Re going to have one for the face. We'Re gon na have one for the ears so like little Tufts coming out of there. We'Re gon na have one for the whiskers and then finally, we're gon na have one for the kind of scruff around the neck and going down under the chin, which is a little bit more fluffy. So I'm just gon na jump right into it. First, off we're gon na make one particle system here in the particle systems: tab, I'm gon na name this body fur and I'm going to name the particle settings. The exact same then I'll make them a hair. So you can see it just kind of adds. A lot of hair, we don't have to worry too much about it yet, but under mission you can go ahead and change the length to say: let's go with what looks good point three. Now, let's go with point three and then I like to click advanced. Basically, this gives us all of the regular options that you'd normally see under particles, but it also applies to hair. So this kind of gives us a simplified interface. However, it doesn't give us the flexibility, so I just click that out of have it and there's a lot more stuff that we can do with it. So, first of all, this is just going to be the body hair right, so we don't want it everywhere and the way we can control where the hair is going to be is with vertex groups. Here now we don't have any on this cat right now. You can see that there's actually a lot, because I duplicated it off the other one, but we're gon na make some new ones you can see. There are the old ones that I use, but I'm gon na make name this body underscore hair sounds like a nasty name, because body hair is never have a really a good thing, but maybe it is, I don't know alright, so we're gon na go into vertex Weight paint mode. Sorry, I did the vertex group, not the vertex color, so weight paint we're gon na select our body hair. Here, press T, I can go into the tool bar hit, add, and then all I need to do is just paint on where I want the hair and see since I have X mirror on under the options it's going to mirror all of my painting strokes on The other side of the mesh, and if I want to see, what's happening, real-time, I can go into the particle tab down under density. I can just say: choose our vertex group here and then, as I paint it might be a little slower, but you can see it easier. You can see exactly where the hair is going to be. So if I hit Z, I can see all the actual underlying mesh where I'm painting, if you find that helpful, you can do that or you can also hit this button, which exposes all of all of it. So you don't have to keep going around and you can just paint and applies it to everything under the brush, regardless of whether it's being blocked or not. So that's that's good and I'm actually going to do a little bit up the head here. So that's gon na be part of the body, and there we go so now we have our hair concentrated in the right area, and now we just need to make it look like you know normal hair and I'm going to go through the entire process. For for this, this hair and then we're just going to do the exact same thing for the feet, the face the ears etc. So we have it being emitted, here's a number of hairs. So you can see. This is just five they're. Only gon na be five hairs, so that's the exact amount of hairs that are admitted and you might be tempted to set this really really high right, because we want a lot a lot of hair, but remember that we also are going to use children. So I'm not going to use, say 3000 hairs here and under children I can choose inter is interpolated or interpolated. I don't know um bladed in I don't I give up interpolated yeah. So we want to choose that instead of simple. What simple does is it? Is it just puts the hair in a you know certain radius around taking no regard where it actually is on the geometry, while this option here actually disperses it throughout, as if it were an actual full on the mesh, so that gives us a much cleaner result. So that's what we want to choose and you can see that now it's starting to look very fluffy now. First of all, let me delete all these materials that I had made because we're gon na go make those later, but I'm just going to add a default here so that under render it will not be all black there we go so now we have a material Assigned we can see it a little bit better instead of the black, which is really difficult to get a grasp on. So so now that we have this, we can go ahead and comb it, because all the options now that we need are under the children. So once you comb something in the particle edit mode, you no longer have any means to change the length or the physics or anything like that. So be sure you have the right length, or else you're gon na have to undo all of your all of your edits. But for now this should should be a good length and we don't really need to do anything with. You know velocity Brownian motion or anything like that. So I'm going to choose comb here and press C and I can just go ahead and start combing away right kind of going with the basic flow of the body, and this is just a really rough initial pass. So don't be afraid if it doesn't look all that great, just making sure you're getting the basic shape of it. The way it should be kind of from the side view all right. So now we can go ahead and go in and add a little bit more get a little bit more picky about how the hair is right, because you can see that under the legs and stuff - it's not quite where we want it. I'M going to hit this little icon down here, limit selection to visible, so we don't accidentally comb things on the other side of the mesh. Now I can comb in between the legs and down the legs. They'Re separate this a little bit. It'S gon na be a little bit of a you know: gap or transition. That'S just the way hair works so, but you know hopefully well, it won't be very visible. You know it's kind of on the back of the leg, so a perspective view would give us a better vantage point all right. So here we go smooth that out a little bit okay, so it's kind of tedious, but you know just kind of go through make sure it's all smooth. This part looks pretty weird because it's all sticking out, but you just kind of comb it back. That part should go towards the tail. This part on the back of the leg should go down. As you can see, this is no exact science. This isn't really like a you know, copy every move that I do kind of tutorial, where I mean really you're, just eyeballing it and saying hey. This looks better so I'll do this, so whatever looks best for you as long as it, you know kind of flows with the natural flow of the body. You see this part, it was kind of weird. We can push that in oh yeah and if you find it ever intersecting the mesh too much or or hitting it, there's an option over here says deflect emitter and what this does is it just keeps it on the outside of the mesh. So if you see, if I set this, you know high, it's going to, you know deflect farther and farther from the mesh. So if that's ever a problem, you can do that. But for now point five is pretty much always good. I haven't had too much of a problem with that, but just in case it's good thing to know alright. Here we have our basic cat fur, it's pretty simple, not you know too much to it. You can spend quite a lot of time, combing and my picture where I had like a saber-toothed tiger. I definitely spent a lot of time combing that guy, where you know I wanted it to look good and I definitely know I want this look good, but it's tutorial, so you can take it as far as you like, but for now this looks fine, alright. So there so that's looking pretty decent right, it's it's flowing in the right direction, but it doesn't really look fluffy right. You don't have the the fluffy look to it. It looks kind of like a wet kitten, so the effects that we're gon na have here are all going to be done in the children panel here, and you can see that we have a couple options. One of them is display and render. This is basically how many hairs you have, so you can see if you set this higher you're gon na get a lot more hairs, and how are you set it the harder it's going to or the slower your computer's gon na go, and we can choose that. A little bit later right now, we just want to see the basic shape of how things are gon na turn out. So these these effects here clump, you can see it's kind of feathering it um. If you turn it all the way up, it definitely looks like you know, feathers or something where it's that that ribbon looks wet now we're just kind of clumps it all together at the at the end point, and if you do it here, it's opposite where you Know it starts really close and kind of spreads out, and I just want a little bit of that, not too much, maybe 0.2. So it's it's not gon na make a ton of difference, but you know hair just tends to tends to come together like that. So I'll leave it there how a shape is saying like I guess you can see it easier. If I do that, he's just changing the shape of the actual clump, you know pushing it towards the end or pushing it towards the beginning, but I'll just leave that at zero. I think I had that like 0.2, something like that yeah, alright. So moving on the length, this is just the overall length pretty self-explanatory, but what I want to do is actually not leave it at one. I'M gon na leave it at 0.8, and what this allows me to do is turn up the threshold. A bit save point to 5, so that means 25 % of these hairs are going to be a little bit longer. The rest which just gives it a more natural feel, I think so, instead of them all being no uniform, there's a little bit a little bit of random length in their parting doesn't really do much in this case doesn't really help us, so we can ignore that Long hair over here, you know that I've never figured out exactly what this option does. Sometimes it looks better. Sometimes it doesn't in this case it doesn't so we're gon na turn that off so now on to the roughness. This is this is work. It'S pretty good. The uniform roughness pretty much takes a 3d texture and displaces the hair. I think it's like a displacement. Modifier displaces the hair using that predefined texture. So it's not something you can tell it it's just like our generated noise right. So it's not. You can't define it using your own texture, its just a generated noise from blender, so you can see if I turned that up really high. You get this sort of weird nasty. Looking you know noise, that's the roughness! You can see that it's is bald spot there and lower. You set this the more your frequency there's going to be so you can kind of see you know, get get an idea of what it does. I'M going to turn this down to a really low value, because you know it just doesn't look all that great, so maybe like 0.01, you can see if I turn that off it does. It does a little bit, but really that's not what we want. One thing that we do want is end point roughness and what this does is basically fluffs out the end points of the of the hair. So if I turn that on you can see that it just takes the ends and just kind of fluffs them away from each other, so we want a fairly. You know small value, nothing too much, but you can see already that looks so much more soft and cuddly. Then you know that so what did I have? Maybe 0.005. I want a reasonable value there. We go. That'S looking good and then shape does the same thing that the shave and the clumping does, but we can ignore that now the random roughness. We actually want a little bit of this, so instead of having a uniform texture, just kind of randomly pushes the hairs one way or another, so we had just a little bit of that and you can determine the size. So you can see really well how this works. You'Ve said that really really low. You can see that the roughness is, you know exactly that small you can see where it kind of applies, that kind of noise and the higher you set this the smoother it's going to be right, so those little lumps get larger and larger until if you have That then, they just get really large and just kind of goes over the entire body. So I think that looks good. That'S it's good for hair! I think that's a nice fuzzy kitten, so one thing we need to clean up is this bottom part of the feet. That really doesn't look very good. So what we're going to do is go into particle edit mode again and go into length and then make sure you have shrink, enabled and just kind of you know paint over this and it's gon na shrink those hairs right up there. We go alright and you can see we have a few stragglers there. So we just take this cut brush just cut those right off. You can see, I still use a few children behind, but that's not really an issue since we're putting in the defeat the puffer. Alright, so there we have our main fur, that's pretty much the important part, but we also have a couple other things. I will leave you to try to do the paws yourself. It'S literally the exact same thing, but actually we may as well. Do it real, quick here just add a new particle system? Call this pause or copy that actually easy way to do. This is instead of choosing particle settings. Oh seven remember we named this body fur right, so I can go under these and type body. Fur and it'll give us exact same settings as the one above it. However, I can press this too, which makes it completely independent and then rename it pause for sone. I have two completely separate particle systems, but I don't have to go through the entire thing of you know: redoing all the particles and stuff. So you see that the you know children was applied. We don't want those quite yet but didn't apply any vertex groups. So let's go ahead and make another one for the pause: another vertex group label, this pause, hair, alright and now in weight paint. So we can go in make sure that one selected use the add brush orthographic side view makes this really easy see, which there we go turn that so you can kind of see through. So you can paint on both sides at once. We just want it right. There alright simple enough so now in the particle settings density, paws, hair and there we go. That'S where the hair is so we want this to be a little bit smaller and we also don't need that many particles so I'll turn this down to a thousand looks a lot more reasonable and actually taking another look at this. We really don't need hair on the bottom of the feet, because that would be kind of weird so back to actually weight paint. That'S what we want. Paws hair, I'm just gon na subtract. This very bottom part right. There maybe leave a little bit in front for the you know, toes or whatever you're doing there. I was a little bit lazy. I didn't add in toes so sorry about that. Oh right, so now have it. Obviously we don't need it that long. So, under the velocity, since this is using the advanced options, you have an option of velocity which is determining the length so think of velocity in the normal direction, which normal means perpendicular to the surface. So if you ever wondered what that means, that's what normal is, and we can turn that down to say 0.025, maybe yeah, actually that that looks good. So then we can go to particle edit turn on children. If that helps, you see it better. Just kind of comb, this down the foot and then make sure the sides are all good. For this I mean that was pretty pretty simple, there's not too much to the feet. It'S really all you do and then just kind of cut the bottoms off so use the cut brush and just trim that you all right so you're still gon na have a little bit of children there. But that's alright! You can have a little bit of fuzz, but as long as you don't have any nasty hairs, you can see that our you know roughness looks really weird right now, because that's copied off of the body, but since we have different length hairs, it's going to look A lot different, so I'm going to turn that off for now and then we can take a better look at it later um. So now we can kind of look at it and see what it needs. Clumping, don't need. Any of that length can go all the way up and it looks like I need to comb it diagonally a little whoa, not cut it comb it there we go just so we don't have any holes that are looking weird, alright. So now it's looking a little better again, you can take as much time as you want to kind of tweak fees, but now this looks good and again the more particles you have in the emission section, the more control you have over this. So you can kind of determine that, but the more particles you have the longer it takes to render as well so kind of a balance between the two and now we can see that we need a little bit of roughness. Aha man, there's always there's always some weird problem going on. You know of some weird hair. That'S just randomly sticking out for another reason, all right! Oh we can. We can fix that in these settings down here. So we need a little bit of roughness right. So I'll just add in some random roughness point, one looks like it's too much, I'm 8.05! I can see a little bit better if you add more to the display. Let'S try. 50. That'S a little bit more accurate right. So a point - oh five, random, with the size of maybe 0.0 mmm, no more than that. A lot of this is really just you know, tweaking guesswork, I mean to be honest, that's that's what it is. You should kind of have to be a little bit patient when you're working with it just kind of look at it and see whether it looks good or not, and you might see you know a couple tiny little patches there, but that can be covered up because You know obviously we'll have more hairs when we're rendering and all that stuff. So that's looking fine, I'm not really sure what those what those patches are to be honest. I can change the seed, but still still has those there, but I can't really comb them away. So what is controlling them? I don't know. Sometimes you know, there's just a weird weird stuff, but I think it's fun. I wouldn't worry too much about it. It'S just a little tiny thing that might have to do with the armature. Sometimes the armature does affect the the hair. A lot oh - and one thing I forgot to mention - do not ever if you are working with hair, go back into edit mode, which I mean you can move stuff around whatever no big deal, but do not break any edges ever. I do not fuse things together. Don'T add any geometry: don't subtract in geometry: don't rip any faces because then all of your fur will be broken and you'll see it sticking out all weird and it's just not a fun experience, because then you have to restart this entire process. So be sure you have your mesh pretty much done to your satisfaction before you start doing any stuff with hair, so we have the paws. We have the main body, and now we need to do the face so we're gon na do the same way. We did the other one, so we're going to call this face. Fur excuse me all right and again we can use paws fur, make it a single-user, so we're not messing with the actual paws fur settings in this face fur and then turn off children. For now, we'll need a few more because I remember I said it can be more accurate, the more particles you have so in the face, that's a really crucial area. So I'm going to turn this up to 3000, like the body and then we can add a vertex group for that. So I'm gon na call this face fer, going to wait, paint and just kind of paint over the face just to give a general idea, and you can see that the hair is actually slowing us down a lot. So in the modifiers tab you can just uh. None view these and then everything will run nice and smooth. So that's that's where we want our hair I'll actually combine the fluff fur and the face hair together in this. But if you want to get really, you know detailed, you can add this another particle system around the kind of cheeks or it kind of fluffs out and under the chin, where you get that really fuzzy whoops a really fuzzy hair. But without it you can't really tell too much unless you're going into a lot of a lot of detail. So obviously cats do not have hair in their mouths in their eyes or on their noses, because that would look really weird. So I'm going to take this and just kind of subtract, I'm using the subtract brush kind of taking it out of there, and I want to turn off this option here. So we can no longer paint through the faces. I can see a little bit better. The geometry go and add this part back in okay, so that's pretty good um, but actually what we can do in the face which we didn't really do in the other places, because we didn't really need to. We can turn down the strength. Say point. You know five or something around the mouth. We don't actually want any around the mouth. So it's okay, if that's completely blue blue means no hair. Red means lots of hair. If you haven't, haven't guessed and we're gon na do the same around the eyes. Just kind of subtract around here cuz, obviously we don't want fur coming out of the eyes. That would be absolutely terrified. Okay, so there we go. There'S our fur. We can select that in the density group did I can left face or head yeah face for there. We go so you can see that's centered around the face and we don't have any on the nose. I don't have any coming out of the mouth or out of the eyes and that's looking pretty good and it's more or less the right length. But if you look at a if you look at a cat, you know it has shorter hair towards the front and then, as it kind of gradually goes into the rest of the body hair, it starts getting longer right. So we can also under lengths use the same vertex group, and you can see that some of the hair is kind of shrink, especially in these areas here and I'll. Show you how to do that. So in the white paint you can see. Does it really not select to the right there we go, you can see that that one's green and that means that the hair is actually going to be shorter, since we are applying this paint map to both the density and the length. So, for instance, if I want to do make the hair shorter and the shape of a smiley face I'll have to do, is that you know you can see it kind of shrinks right where I painted so kind of a dumb example. But you get the point and what I'm going to do is just kind of paint where I don't want the hair to be that much or that long. It'S kind of around the nose a little bit more around the mouth. Maybe in this area a little bit. Okay, you can make this as detailed as you want, but for now that's fairly good. I can just take the blur brush and kind of mix these together a little bit. So it's it's not so much. You know contrast between the two all right. So that's looking pretty good, it looks like somehow I accidentally kind of hit these other areas, so I can just go to the subtract to take the strength up, make sure I don't have any other ones and it looks like the ears also don't have any. So let me add the ears back and oh yeah that reminds me that ears also do not have long hair in order they have hair coming out from well. They kind of have air coming out from inside them, but we'll fix that later I'll. So I'm gon na use the subtract brush kind of half half power. There turn those down and then on the inside as well and then kind of take out the inside where they, where the skin is and correct any. Oh man, it's hard to hit it exactly right. Okay, there we go there, we go, that's looking pretty good, and now we have our length for our hair. So that's how you set that up for the face, and now we can add in a few children. So we can see it well when we're under combing it. That looks like a like a really fuzzy teddy bear or something obviously not exactly what we want it to look like, but you have to me, it looks pretty funny. All right looks like he's: got a mustache and a beard all right so particle edit mode. We can comb the comb the hair. Now we just want to comb this kind of back right and away from away from the nose area and we'll tweak this later right. The ears kind of go up, there's a little bit of weird area around the ears where it kind of diverges that goes down there. That'S pretty much how it goes, so you can go around and tweak a couple areas that didn't turn out so well, especially around the eyes kind of nose. You can see that the hair is supposed to cut and go up around here. One thing: I've noticed that there is an X mirror option for hair, but it really doesn't work, even though this is a completely symmetrical mesh. It is not mirroring anything which is kind of annoying, but you know it's one of those things hopefully it'll be fixed. I'M not sure whether that's an actual bug or not, I feel like if I report it there would be some reason like. Oh well, it's not something more other and I don't know I don't want to be a bother, but on the other hand I don't want to know neglect something if it actually is broken all right, so there's kind of come the hair around the eye. So it's not poking into the eyeballs all right, so this is looking good, except for that. Obviously, that does not look good. As you can see, adding fur is definitely a tedious task, so that is why I'm kind of rambling on about random stuff, stupid, jokes or whatever so bear with me. We'Re almost done we're almost to like cool part where you can see all the all that good stuff, some phones going off. It'S not mine. No, so we're all good all right! So comb this up the ear and there's gon na, be this weird kind of like line um where the hair kind of separates, but there's nothing really you can do about that. I mean if it's seriously bugging you, you can go in and add another particle system right there just kind of fill in that gap, but I mean really it's I mean the back of the ear. It'S not gon na be very prevalent, so I wouldn't worry about it, but if it's a bother you can definitely fix it pretty easily all right. So I just want this kind of flow around the geometry. It would be pretty sweet if there is a way to kind of draw, maybe with like grease pencil or something the kind of the flow of the hair and major areas you know I'm talking about and then it would just kind of automatically apply it. So if you said you know, draw something down the body up the tail down the legs under there and then it just kind of fills it in. I feel like that would be a really cool tool. If I were a programmer, maybe I would attempt that, but but I'm not, I don't know, though where'd you go yeah, I'm really not very good at programming at all, so looks like I'll. Just keep that on my wish list, though I did hear somebody is doing something with hair systems and something cool with that. I think it was guy on blender artists. I feel like how was his name: animal soup. Yeah he's he's doing something cool. I don't remember exactly what it is. I try to kind of keep up to date, but you know there's a lot of stuff to follow up on alright enough enough rambling. This is looking good, so now we have a face for now. We can move on. Oh well, I forgot something. Of course, that is this hair kind of goes around the mouth right doesn't doesn't go down the mouth like a you, know, barbarian. He kind of has a civilized mustache here. Alright, now we're good. Now we are done so there we got the face for and now we just need to do the really easy parts of the ear fur and the whiskers. So let's go ahead and add those whiskers take that off, so we can move around faster. You know by the way I'm using 2.69. I really should have mentioned that earlier, and you know that has a new cycles, hair shader, which we're gon na be using a second, but another cool thing is you can drag down these lists now really handy. It'S it's nice, so you can you kind of see everything all at once. It'S nice nice feature there. Alright, so I'm gon na copy face fur, make it a single-user and then call this whiskers quits all right. I don't actually say it like that by the way, all right, but this we don't need three thousand whiskers. We need like five and then in the vertex groups, we're going to make another one you can see. This is pretty pretty redundant going to wait. Paint like everything else, whiskers says whiskers, oh one, because I have one for the original cat that I did for the preview. So don't worry about that. I'M just gon na paint this little area right here and also don't forget the couple above the eye, because cats have whiskers or they have like really long eyebrows. I don't know if you've ever seen that, but they do alright. So now we can choose that in the vertex groups - whiskers, alright, so there they are - and I don't think we need children here. So you can see, they definitely need to be longer than that. So we remember we go to velocity. Well one! That'S that's pretty good. Maybe oh no five, something like that and then a little bit of random so like 0.025, so they kind of go in a random direction. Since we have the eyebrows, we need a few more just kind of, maybe more than I thought how many, how many whiskers do cats actually have okay anyway, this is looking looking pretty good. I don't know why it's not adding any over on the right side of the eye. That'S kind of bugging me, so you know it's. You know random. Maybe that's due with white paint, no, not vertex paint, if I add in just a little bit more. Oh, that's because I'm dumb all right, whiskers, oh one! There we go now it's working perfect because that's the one we just painted and now you can make it longer if you want to, but I think that's good and whiskers, you know or not, I'm not completely straight they're, not you know rigid. So all we need to do is just under physics. Leave a little bit of Brownian motion and Brownian motion is. If I, if I remember right, it's like the random force, two particles that, like you, know, keep gases in the air. But don't quote me on that? Okay, so under under display and render we're kind of getting towards the render step here, there's a step size and that's just how many kind of subsections as Jerez. So you can see if I turn that up at three, it's gon na get smoother and smoother. So we don't want to, you, know see that makes us she's gon na slow us down. So I'm gon na keep that to two and under render I'm gon na turn that up to four. So we have a nice smooth whiskers because whiskers aren't. You know jagged like that. Alright, so we're almost done now we're going to go to the ear, hair, ear, hair and then copy the face fur make it a single-user call it your hair, also kind of a nasty name. Nobody really wants a lot of ear hair, but you know sometimes you got ta got ta put in some ear: hair hopper right. What am I looking at children yeah turning off children? Okay, now we're making another vertex group ear, underscore hair. You can see I'm pretty bad at naming conventions right now, I'm just kind of throwing him in there, but I see wait paint with your hair selected. Add it just right there, that's literally all we need just that little that little area, then, under the particle system length your hair and there we go such awesome, ear, hair, um, alright, so velocity. We just want to make you a little bit longer so 0.04, and now we can comb it particle edit comb that hair cap push it push it out a little bit in you know. You know what I'm talking about right: the little hair that kind of comes up from the sides of the ears and kind of makes it all fuzzy in there alright. So there we go. That'S looking good, and now I just have a couple children. We don't want a lot. Obviously that is too much turn down the length a little bit and up the threshold, so we get a random number, but even as much as one is good and then I'm going to add a just a little bit of random roughness. So it's not so straight there we go that's looking good, and now we have all of our hair, so we can view it all at the same time here and that is our completely fuzzy. Looking cat. It looks like I didn't really add too much too much. Roughness to the face good thing, I saw that real, quick, so select face four here down under children. I'M just gon na add a tiny bit of endpoint. Roughness, obviously don't want as much as on the body, because it's not as fuzzy it's more smooth. With the surface, so just a tiny bit of that tiny bit of random roughing it roughness excuse me there we go now kind of blends blends a little bit better alright. So this is looking good may, not look so great in the viewport. It looks kind of kind of messy you might think, but it'll render out quite well

Nathaniel Jones: Six whole years later, I'm using this to learn how to comb in EEVEE in 2.8 which hasn't even been released yet. This is incredibly helpful, inspiring, invaluable, and comprehensive. I absolutely love it. You are a godsend!

Marcel: You saved my life with this combing feature. I had no idea it could be that easy Ive been trying to rotate and mess with the emission location for hours I'm so happy xD

Steve Broome: New to Blender, haven't found an area of the program as "fun" as just playing around with what's essentially a ball of fur. Thanks for the in-depth explanation of the features.

Aron Septianto: this tutorial has been very useful thank you, it's not as condensed as more modern tutorial but it definitely is in depth

M U: If you want x mirror to work, you need to first delete half side of a mesh, select the rest of the mesh, and then press W, mirror. Also, I think particle hair should be on top of subdivision surface modifiers, otherwise, you would have problem in adding hair in my experience.

Donald Drennan: Thanks for this tutorial. I think there are some differences in Blender 2.8. I'm having some problems I can't figure out. When I first added the hair, it wasn't distributed evenly, and it wasn't projecting straight out from the normals. Some were, but others appeared to be pointing off to one direction. There were bald spots, and then I noticed the hair color and bald spots were based on one of my texture maps, not the color of the underlying body color. Very odd. I could find no link to this image. When I tried to paint on this image, Blender crashed immediately. I tried again, and even though I painted a weight map, I'm still getting bald spots and excessive hair in certain areas. This is fur I'm working on, so I want it evenly distributed. Also, you selected polygons and assigned weight to them. I don't see how to do that in 2.8.

anilu221 _: this is my favorite part of modeling/mapping/texturing/ etc :) great video

Marcello Morettoni: Thank you for this awesome tutorial! All the best!

James Klark: Could you maybe do a tutorial for Felt and or Cotton with hair particles, I've been having a hard time trying to figure it out myself.

Felis Leopard: not only "don't change anything in edit mode" but don't mess with your SubSurf mod. if you change it or even disable/enable it - all your fur may be broken

Felis Leopard: x-mirror option in particle edit mode works only if you add individual strands in that mode. at least this i saw in Caminandes2 tutorials

Taffi Tasteless: again breathtaking...the first time I see such realistic fur in Blender! 1000 THX!

TheThore: Actually cats have apprx between 15 and 20 whiskers on each upper lip part. Then two or three over the eyes, beside the eyes and one or two on the cheeks on each side. And the facial hair is not smooth laying, but more like a "fluffy ball" :D It's good to have a cat ;) Btw nice tutorial, I always got problem with hair. Thank you.

zapole: Omg thanks man I am doing some Project to school and it helped me a lot :)

GLORIA CASTELLANOS: thanks for this tutorial is so great. Do you have one for modeling the cat?

Josiah M: Hey quick question... having trouble with the particle simulator... every time I jump into particle edit mode all the children disappear... any thoughts on what I can try?

KenotheWolf: Since the Particles are bodypainted to the joints, I wonder if this is essential to even have a rig? Because I do want to rig it eventually, but I didnt expected it to be in this order. Do I need a rig for that?

:o: How did you make openings for the eyes and the mouth?

NaaffaX: Hi. I'm from Maldives. Can you please help me out with this? I have a character who is rigged and the head piece is a separate mesh. The head piece has different viseme (phoneotype lip sync animation) applied to it which is basically a whole bunch of blend-shape animation. I have a whole bunch of characters which I would like to easily transfer these blend-shape animations to but was unsuccessful. I have tried using the connection editor, tried to copy the animation graph from the animated character onto another mesh which basically had the same blendshapes with same namespace and did not work. I don't know if I'm missing out on anything or not doing it properly. So anyone who can hep me out on how I can achieve this would greatly be appreciated. I don't mind using any script or plugin to get this done. Why I want to do this is because I have an external program that could make this character animate the lips to recorded voice and export this out as an FBX file which I can then import into maya. I want to use these lip animation on my other models which I have created using maya. So basically if there is a good vioce to lip animation for any character would also be great. I came across voice O matic but the price tag was out of my reach for this project. Anything cheaper, I would have considered fine to purchase. I hope someone can enlighten me with a good solution for this.

Krish Bachani: Thanks for the tutorial, with the help of your tutorial i made this https://imgur.com/a/kqjm5

Death Strike Gaming: what did you use to create your fur normals for the models material

the reapingracoon: What is the hotkey to brush through the mesh to comb both sides?

J&J Efeitos Visuais: Hello friend, good afternoon, could you redo this tutorial on how to make this cat step by step in blender version 2.78?

Chri AAtor: 26:20 I have the same problem! And it's on big portion of my mesh, what do I do? (some children are not affected by brush)

Oskar Zdrojewski: Does it make sense to worry about body (like without hair) realism when making animals? I mean, the proportions of a cat are way different than what you made, but still it looks fairly realistic after you've added hair.

Matilda: When I add the hair particles it appears inside the mesh instead of outside, what can I do?

Sridhar_m: Thanks bro, Really Useful video.....

Michelle Jones: I've been looking all over the place and I can't seem to find a tutorial where it teaches you how to model an animal in Blender or any other modeling software like Blender. Can you please make one?

Marius: I find it oddly relaxing to watch you comb the cat.

FlamRoyalBaer: So I guess the character is already rigged (didn't watched trough now only watched interesting looking sections) but what is with subsurface. Do I need a certain depth of subsurface that is recommended? Should it be high or low and should it be applied? Since my models are more on the toony side their base mesh is really blocky and doesn't look like anything without at least one subdivision step so I am guessing this could mean trouble even if it looks right now might come back later when animated. So any recommendations there?

ProxUrAimz: Pls, somebody help D: How do I apply a hair simulation\particle information to an object? You know, similar to how u would apply a cloth modifier to an object after simulation. I tried "convert", but it's not preserving the thickness of the hair (root and tip settings) so instead of cylindric objects (I'm trying to make a bunch of cables) I just get lines. SOZ

Greg Brek: Thanks for tutorial. I need very very thin hair. Where i change thickness of hair?

Rico Kubadera: Mate this is great information

Brassicka1: the best hair tutorial ever !! thx

Taliesin River: at 36:06 talking about X mirror: "Hopefully it will be fixed" 9 years later: X mirror still doesn't work

Chri AAtor: 36:30 Yes, mirroring on the x axis is broken

ali omar: When i Import the model into UE4, the fur is no longer there. Is there a way to fix this?

Eduardo Cordova: Does this works for videogames? More precisely Unity?

Marcus Cernold: i get strange bald spott's on my character.... how do i fix this? tried almost everything it feels like.... haha:) like i said before, thanks for this awesome video...

Akazi1717: Sp when I add in a new particle to the feet, and change the setting around. It also changes the body hair settings. you're doesnt seem to do this, also my emission is greyed out for some reason.

TraumaBeast: Nice tutorial, it's inter-pole-ated, by the way. c:

David Ruble: So is this tutorial accurate for 2.9?

sherelluvs: Hii Love! Awesome channel ! keep up the good work!! :)

Userx bw: I'm not getting any colors showing, I do have my UV split up and assigned with different materals and colors add to them, could that be why?

everything- -mokrane: thank you so so so so so so so so so so so so much !!!

Nicky user: When I paint the body in the weightpaint the hair appears in otherplaces, like the head, what can i do?

Diliban B: Will the fur move,if we use wind

Reed Mount: when i use weight paint i can not move courser , what happen ?

Cristiano Silva: if u can, update this toturial for 2.82 :D pls

Banism24: why u use mark sharp/seam on the edge?

J&J Efeitos Visuais: Hello friend good day , I am more an inscribed on your channel, it is how you make a 3D animation of prefrencia a female character in version 2.77a BLENDER ? step by step starting from scratch friend?

Vahn Vallain: pls make a tutorial for dinosaur texturing in cycle

Blender 3D Renders: Thumbs down is for haters this is a great tutorial.

J&J Efeitos Visuais: does this tutorial on how to make this cat starting from scratch in the blender can be friends ?

Goldenmoondrawer: My wiskers end up the same color as the cat when I want them white how do I fix this

nora: im hyperventilating while watching that cute kitten like ITS ADORABLE

oli5239: Method for video game animal hair?

Lord Helmi: What is your Grafikcard ?o.O i have lags with ATI Vega 64 8 gb!

Speedyy: "What am I looking at? Children!" lol

MartinJimbobBrockett: 11:40 it looks like the cat has glasses

Adkar Adkar: I made a furry animal and wanted to animated it. So I made bones and everything was working well except the fact that the animal left its coat and kept on moving without it lol... any idea on why is that?? Plz help

Christoffer Bader: You don't own a cat, do you Jonathan? :P

LemonLime TheWolf: what is the point of weight paint?

KJ_DiamondMiner K: x mirror wont work :C

Zian.24: realistic stuff toy look like

Ricardo Raimundo: Welcome back Jonathan!

SteamPoweredGamer: 5:02 XD it looks like it's wearing pajamas!

Cristiano Silva: of if makes cense ecause of the changes

Laura Handley: you missed a lot of places were fur is different lengths allow me to show all the sections you should have had, the ears, ear base, head, mussel, eye lid, feet, back of feet, cheeks, elbows, paw, brigh of nose, body, back legs, fore legs, back of back legs, ear tips, lips, tail, and bottom. but that would be a lot of sections, and this is a beginner's tutorial. but I still feel like you should have research cats and were there for grows like I have. so you would know this, and beginners could know the importance of reference and studying. so yay thank you, I just wanted to say that so next time you would remember to get the details.

SatelliteRover: I named it pubes 2:20

Canora Fera: INTER....patatled?

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