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Been working on something and I’m really excited👀 It’s a Blender asset that automatically generates randomized tail fur. Still a WIP but you can already easily tweak the shape, size, and placement. Would love to hear what other #Blender / #furry creators think ;D
76,185 görüntüleme • 6 ay önce •via X (Twitter)
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If you're interested, I'll post the project on my Patreon ;D

I am watching with interest. 👀

DUDE. HOLY CRAP. THIS IS AMAZING I'M GETTING THIS

That's amazing

これめちゃくちゃ素晴らしいですね!✨️

wow :0 it really makes things easier

Would it be possible to control the fur distribution ratio and size with a greyscale texture map - eg, more strands in white areas and less in black areas? Or bascially a method to say put more strands at the end/bottom of the tail than at the base/top? (I don't know Blender)

Currently I have two ways to distribute them: randomly, with a setting to choose how frequently they will appear, and via vertex pating. But it wouldn't be difficult to implement texture reading.

vertex painting would achieve the same goal I suppose :)

i neeeeed it

You can get it on my Patreon ;D

I shall get it

You node guys cook like, big. Damn this is awesome!! I might be 4am blind but we maybe get like, a randomizer/noise for Sizes or Thicknesses of fur?

It currently uses a randomizer to make the fur go to the right or left, but I can add randomizer for the thickness to.

PLEASEEE I need this 😭😭

you can find the Blender project on my Patreon ;3

cool, can you sell it in gumroad? or kofi? i dont want to join a patreon and then join a discord server and look what a "pixel" level is, i just want to pay

@mimimiarux As I said in the post, it's still a WIP. When it's ready, I'll put it up for sale on Gumroad. But for now, just go to my Patreon and subscribe to the Pixel rank.

Yooo that's awesome!

nice furries gonna love this

Yes

How does the UV placement work with this? I'm guessing i would have to unwrap it?

Ooh, that looks handy! Maybe this could work with vertex groups? like the low numbers would be laid flat, and the high numbers would be raised hairs. Also, could the strands curl a bit? Might make it look less like a strange plant in some settings. Looking forwatd to this!👍

currently it already lets you control where it will be placed via vertex group but actually having more individual control would be very interesting Maybe it's already possible to do a curl fur, but it would be possible to edit the nodes for that

I wonder would this work for like neck scarfs and other stuff?

Probably yes, but I haven't tested it for those cases.

This is really cool and Looks better than just spikes pokig out! Does IT only Work with curves or also with a converted mesh? Asking because than you can UV map IT first.

It works with any type of mesh ;D it uses the tangent to define the direction the fur will go.

That's so freaking cool! I will definitely Take a Look at IT! Thanks for making IT!

been seeing a lot of Blender lately. Is it better than Maya?

It's a very good free alternative, and since Blender is open source, it's built by the community. and also always receives really cool updates and have a bunch o free tutorials

I will need to explore it then. I have Zbrush which I prefer more then blenders side but I dont have access to Maya anymore. It looks better with cooler and easier to use tools by the looks of it.

dude this would've been so helpful when making my new model, any plans on publishing it publicly?

The current version is already available on my Patreon if you want to try it out ;D

Pretty cool DX! Automating this style of tail is definitely handy. just thinking a bit but getting the UVs to behave might be a lil issue for ya. Im thinking If you use the Generative UVs the fur ends could look a bit distorted. Through this is the easiest method to setup and texture id say. If you cut and separated from the main tail there would be lots of islands which could be a pain to work correctly when texturing / shaded if not positioned facing the same direction. You could maybe try copying the vertex normals of the base tail mesh for the furs using data transfer but ive never experimented with that method before. I think seaming the bottom tail mesh and the bottom sides of the spikes could work, having the seams all connect sorta like tree branches. But depending on the size of the tail and the amount of spikes i feel distortion would still be present, maybe even slicing the thing in half could work… hidden behind acouple furs lmao. Anyway awesome work reguardless. If you get round to it im wishin you the best in tackling this issue mate.

Currently I'm not generating the UVs, I was first focusing on generating the mesh. I'll study what the best way to organize the UVs would be, but puting the fur UV on the side would probably be the best approach. The normals is already being copied to the fur, in the most recent version available on Patreon, I've included 3 options: 1. copy the original tail normal 2. copy the original tail normal on the base and fade to the sharp normal of the fur 3. copy the original tail normal on the base and fade to the Smooth normal of the fur

Is there something like this but for hair?

Hmm, I don't know, but I think it's possible to adapt this system to work on hair, but I would need to test it to be sure.

People like this should be banned.

Keeping that aside for later
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