5 replies · posted

How to do this?


I had a stroll at ArtStation and I ran across this character sculpt from Sven Juhlin.
I was wondering how he did:

1. This fur/hair in the green box. Is that sculpted, done with beveled curves or as a particle system? If anybody knows how to do this or maybe has a link to a video where this is explained, it would be nice if you share.

2. That roughspun cloth. Is that a material or is it sculpted?

I have no idea how to do stuff like this in blender (or any other software). I tried to google for fur/hair stuff but the results were not as what I was looking for. My search for the cloth was no sucscss neither.



  • For the fur being so detailed as it is I can only imagine it was made using a particle system. You'd really only using curves if it was a more stylized, sparse type of fur. I can't seem to find any tutorials pertaining to fur on a coat specifically, but I imagine any kind of realistic fur tutorial would be essentially the same thing. As for the cloth it's a bit hard for me to say personally but if I used all 30 of my brain cells I'd probably say it's a material/texture, as sculpting all of that seems like an absolute nightmare. But for my level of skill pretty much this entire character screams that haha. 

    • Hey thecabbagedetective,

      I don't know why that always happens to me but immediatly after I posted this, I found a tutorial about realistic fur in blender that uses particle hair. So I do agree with you that it's a particle system :D

      About the cloth I'm still clueless since I have never worked with a material before. After I've read your post I'm pretty sure it's not a sculpted pattern. That would be to difficult to get it so evenly. I'll go and check for material here at CGCookie but if somebody knows a good (external) tutorial about materials on cloth that would be awesome.

  • Looking at the software used on the project, it might have been made using NoiseMaker tool in ZBrush which is very similar to the displacement modifier in Blender. If I had to bet, I'd say Maya also has a similar tool for that. You don't necessarily need to use a displacement of sorts for this, however. The easiest way would be using a tileable height/normal map.

  • For the fur I would say is done with a particle system, here is a tutorial from blenderguru:

    As for the cloth, is probably a tileable texture, with the major folds and wrinkles sculpted or modeled in, recently I saw a twitter with procedural stitching pattern on blender that may help

  • Also for cloth materials, check out the old CG Cookie tutorial on making a Stuffed Elephant   The author goes over how to make a woven material and turn it into a normal map.  It's definitely a few versions of Blender back but the technique should still apply.