This guy was certainly a challenge for me as you can imagine. Wolfas is the first character I attempted with fur. The concept of the character was made by an amazing artist Michelangelo Almeida, you can visit his cgHub portfolio here. I started off making a base mesh in maya, a VERY rough base mesh. Then I took it into zbrush and made the rest with dynamesh. Dynamesh has really made my job a lot easier, especially starting off projects. Unfortunately I can't show you the early progression of Wolfas do to a fallen external hard drive. :/

This image below is the only thing I have left of early stages.
Wolfas' barrel was a fun little project to figure out. Started off making the barrel as a generic shape with a couple extrusions. Made it the size I wanted and then retopo a section of the barrel to make an individual plank. Duplicate, rotate, changed the size of the plank, and then projected onto the original mesh. Viola! A planked barrel!
Now you're probably interested to know how the fur was made. Lets just say it was a long trial and error process. It took me about 4 days to figure out/develop the procedure and another 4 days to make the fur in it's entirety. Once the process was developed, it went a lot quicker. Unfortunately with fur, you can't just select the whole model and place a obscenely high hair count on it and call it a day. Most of the time when you do that you generally just get a blob of fur and most likely find out that it's not enough. I learned that you need to make the fur in patches. You have more control over the look of the fur when you do so.
Here, Wolfas has about 30-40 patches of fur for his body. Each fat roll has it's own patch, groomed before going to the next. Each arm has roughly 6-10 patches in order to get the variety in lengths and grooming patterns. So, whenever you want to make a fur patch you make a selection with the mask tool and hit fibermesh to generate the fur. Now fibermesh has a lot of settings you can play around with. So you literally have to be adventurous in order to get the settings closest to the reference. I started his fur with a grass preset and changed some settings and turned off the texture. The fur alone is over 20 million poly's. Lets just say you can't render that in Maya with my computer. You would need a decent amount of RAM and an amazing CPU in order to get that baby cooking.
The renders that I'm going to show you right now are all rendered in zbrush. Each frame for the beauty pass were 14 minutes each. It roughly took me about 70 hours to render everything out, which caused my left fan on my computer to blow out. Yay!!! 1 beauty pass, 2 shadow passes, 1 mask, and a background (photoshop).
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