A new tutorial is being worked on this week in Patreon. We had already analyzed how to create the fur of characters with Groomable Splines and now we will analyze in a more advanced way the creation of fur ready for animation and production through guides using Core Xgen.
We will start from the basics with this process in which you can see the free lesson that focuses on how to create the modeling from the initial drawing. Analyzing the basic shapes in order to create a consistent structure in the 3D environment. The basic sculpture and form will be realized by Zbrush.
Then we will pass to Autodesk Maya to create the face retopology preparing it for animation and creating a better model, which will serve us to make a better Groom with Xgen. Once we have the UV ready and the model worked we will begin the process of hair creation.
We will separate the model into important areas and follow the flow of hair by means of the guides and the analysis of references that will confront us with problems that we will see how to solve, achieving a solid finish in which we represent the character as a high quality model with basic steps and a simple structure.
Once the fluxes are ready, it is time to start the process of modifiers in which the first deformations are initiated to generate the final finish by means of tufts, noises and size variations giving much more variety and a more natural finish to the coat of the character.