Hi guys, I've posted this question on another forum but haven't gotten any answers yet, so I'm expanding my horizons
I'll just copy and paste what I posted there:
There's not [I]that[/I] many tutorials out there on fur in general it seems. I saw maybe two tutorials on youtube that sort of go for what I want, but not completely. I need to sculpt some thick fur, and this is sort of the look I'm going for:
Does anyone have any tips for this? I don't really even know where to start TBH.
I'll be really grateful to anyone who could tutorial me up on this
Replies
There are some hair imm brushes to get started but, it's pretty much the same as sculpting human anatomy: start with the primary forms to establish the overall look/silhouette, and then keep on refining and refining with the secondary forms. Eventually you will get there if you stick at it but, there are no shortcuts and it takes a lot of patience.
Look up some traditional sculpting videos as there are some great ones to learn from. Brushes aren't as important as observation of refs. The Clay brushes, dam standard, and standard are all great brushes for this work.
The main thing is not to get frustrated and really put the work into the primary forms. Classical sculpture refs are your best friend here.
1. fibermesh haircut as a base -> export as splines
2. import splines into blender (or 3ds max - same technique) and render as geometry. adjust shape, thickness, rotation of the strands. when finished, convert to geometry (it'll be an intersecting lump)
3. import geometry into zbrush -> dynamesh. remesh if needed
4. that should give you a crisp looking base with clean intersection of these hair-clumps to sculpt further strand detail onto
thomasp, yes I did forget you can simply make a base mesh outside of zbrush and then work from there, but I set myself a challenge of making this prop completely in zbrush. Don't want anything external. Of course if all else fails I'll do it, but I'd prefer not to
sadly the cameraman sucks
I may be scratching the idea of not using the suggested insert brushes. I just watched this video https://www.youtube.com/watch?v=xLZpwVCYxOE&ab_channel=ZFever and I think if I can make just the right custom brush, it might actually produce a result very close to what I'm looking for. And hopefully I'd only have minor sculpting adjustments to make instead of sculpting every single bit.
The tutorial was straightforward enough, but I don't get why he did the whole polysplitting/remerging thing? At 5:10 he splits the mesh into 3 separate polygroups, and then at 6:30 he splits those into subtools and remerges them again. What was that all about? He does the same thing at 15:50, I understand why you'd want the edgeloops but again, why the whole separation/merging thing, why is that needed, couldn't you do this in just one polygroup?