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These cookies ensure basic functionalities and security features of the website, anonymously. Final hairs are about 2x wider than the original (and realistic measurement) for the sake of faster Arnold GPU render time, which took around 1 hour for 2160x2700pix with RTX 3080.Necessary cookies are absolutely essential for the website to function properly. I have retouched it a few times since then and I think that final version was done in July last year but I didn’t render it until now. This first iteration was done in a few days. There are also some unfinished parts regarding mesh, like detailed sculpt and underlying skin shader, but the basic color and normal map for the nose and around the eyes is there. Another challenge was to test everything on my old computer because I needed to render fur for every adjustment I made and that took too much time. However, if I wanted to go hyper-realistic I would have needed to include them because they have different properties than guard hairs. For this portrait, which is still WIP, I didn’t create his undercoat because hose hairs basically start from his neck (they are very sparse on his head). Next, I needed to get clumping right which depends on multiple factors: his current guard hair length, undercoat density (it changes seasonally and yearly), cleanliness, and moisture.

Every guide that was placed has a length corresponding to true measures.

I got some hair samples from his face and neck (I didn’t pluck them, those were loose hairs), put them on a white paper with a tape measure, and took a photo with a macro lens for a reference. I modeled my dog based on his real measurements so when I started placing guides it was easier to get the initial results right. Grooming was done with XGen Core and I used hair guides to control the flow and length of different areas.
