Wow, this is just brilliant. Seriously - not knowing this trick is the reason I've been avoiding polygon fur tufts, but this is such an elegant and easy solution. I tip my ears to you!
KAIDE! YOU'RE MY HERO!! 😭 I've seen for years how people have used this technique for blending fur, and they always just said "I used 'the Data Transfer trick' =)". I have NEVER been able to find an explanation anywhere for precisely how it's done, and I've hit my head against the wall multiple times trying to figure it out myself. Now I finally know! Thank you so much!! 🥰
FINALLY OMG!!! ive been struggling to find a tutorial for cartoony fur bc realistic isn't the look i'm trying to go for and thats what all the tutorials ive been finding tend to focus on. thanks for the tips!
wow, first time hearing you talk, you have such a great voice for explaining things, and the tutorial greatly explains the process. For some reason blurring the vertex groups never occurred to me so it'll help a ton
Thank you so much, prayer hands emoji. It's so invaluable to have someone doing literally the VRChat model workflow so I don't have to learn ANYTHING BUT EXACTLY WHAT I NEED FOR VRCHAT MODELS
thank you a million times for sharing this life saving trick. as someone who is modeling a lot, this opens so many possibilities and saves so much time
I usually specialize in human models but since opening comms I've had to tackle a LOT of furry models and this channel has been a huge help, thank you fr!
I had been wondering about this for a while now, and happened upon this video randomly! Amazingly helpful! Will be sending this to a bunch of friends ^.^
Good job and deserves a good tutorial BUT you forget something about "Auto Smooth". 😹 where i activate it - Select an object and go to (properties) on the right ☕ - click the green triangle (Object data properties) ∇ - and look for the (Normals) and Guala!! there is the "Auto Smooth" and activate it and Ready. ✌ I hope it helps and give me hearts to bring it to your attention to help you. 🐱
Thank you so much Kaide! I'm 3D Games design student and all your videos have provided so much help. I truly hope one day I'll achieve such skill one day. Once again thank you and keep doing what you are doing! ;w;
This looks like a really handy trick to know... especially as I may want to create improved furry models later! Each character type comes with its own challenges... but fur tufts like this should be able to render a grease pen "line art" modifier for toon outlines, unlike hair emissions. Cute animated VTube avatar too, btw!
Ah yes, the forbidden normals magick. This trick can be very handy for a variety of things, like making bushes for example Most the time people make shrubbery, it's often a lot of flat planes just criss crossing all over one another. But with this kind of trick, you can have them pull the normals from a lumpy sphere stretched over it and make it look like a solid mass
Great tutorial, this definitely makes my stylized fur look way better! I do have one question though, how does one go about rigging a model with this fur correctly? The intersecting geometry of the fur throws off the automatic weights and is causing problems, and I'm not sure what to do about that.
Thank you for this gem of a video! I had no idea this was a feature. Do you know if there is a way to have custom normals per shapekey? I know Unity allows normals to be "imported" per blendshape, but I always set the FBX import setting to none to reduce avatar size and import time significantly.
Thanks Kaide for showing how this is done, but I did have a question about the normals once importing into unity. Because it seems since I applied this, my blend shape normals shading gets all weird in unity when animating blendshape expressions. Especially with eyelids.
This works well, but I have an issue where the Fluff geometry isn't smooth anymore, and doesnt render the custom normals in Cycles. It only comes through on material preview mode. Any tips?
I've not gotten to this part with my model yet, as I'm still learning the bits and bobs I need to really make it, but that doesn't mean I can't use this info.... as in... Thank you! This is very useful information not just for a furry model but other bits that should blend but don't normally because of the faces and stuff. I think I now a few ways to use this too.... Hmm... Thank you again all the same. I'm looking forward to seeing this other way to make a model you hinted at with the first part of building your own Furry model, but that doesn't mean I can't enjoy your other content. ^_^
Hey i have a question how do you blend in big furs without it messing up when rigged ? or like moving a lot when the mesh is deforming with the arm or something like that Edit ok found out my end issue lol: auto weights
How that works? Like... it will still affects how light and shadow works in certain angles, right? It's good to use it for render animations or it will look off in certain angles?
Like some other people, I had problems with this too. It seems that if you have had modifiers applied at some point, it may have changed normals (e.g. subdivision). If other tips do not help you, try recalculating or resetting normals. After that, it should work even after joining the two meshes together. Tested with Blender 3.2.
I did everything in this tutorial, but my 'fur blend' is not transferring data to blend to my Base mesh. I already used auto smoothing. What am I doing wrong?
That’s weird, my shading has turned flat even though I have auto smooth on, I’ve tried resetting multiple times and doing it over but nothing works. Looks good in game tho so fuck it
Hello! I am in blender 3.5 and i have tried for 3+ hours to get this to work. All is well up until i join the meshes, the custom normals just disappear. I have tried applying and not applying modifiers, i double checked auto shading is on for both meshes, tried recalculating normals. Anyone have any answers to this?
For this check the object you're joining it to in the Object Data Properties > Geometry data doesn't already have pre existing Custom Split Normals already, otherwise that'll overwrite the effect that this uses!
Am I the only one getting weird results in material/render preview with this? It looks fine in solid preview, but in material preview and rendered the faces marked for changing the normals get lit as if they were set to "shade flat". Is it fixable at all?
This doesn't seem to work for me, unfortunately. Rather, it seems to work in Blender, but as soon as I import to Unity, it looks how it did before as if I did absolutely nothing at all. I must note, I use Blender 2.79 because learning the newer vers is hard ever since I got used to the old vers, but this effect does indeed work in Blender, itself. I should also note, I import my blender files into Unity by having the .blend be directly in the Unity file. Idk, it's faster to just have Unity update immediately after making a small modification to the model than exporting constantly and remembering any settings I chose over and over again, especially when troubleshooting something I've never done before like this.
I think it'll be the using a blend file in place of an FBX will be the issue as it might not be applying the data modifier properly. Little tip so you're not ALWAYS reseting the avatar each time (been there done that), you can actually replace the FBX in windows explorer, so I tend to save the FBX in a folder, then copy that to the unity project with the same name as the old file (For example KaideVRC.fbx) That also makes setting up any FBX in unity a lot more... reasonable. See if it works with an FBX because i'd be curious if it didn't. I also doubt 2.79 blender would cause that issue too.
genuinely have no idea what i'm doing wrong, but i follow this as closely as i can and it never does anything outside of messing with the lighting on the mesh im trying to blend
One thing I have notices is that if the model you're trying to blend in doesn't really merge well with the underlying mesh it can look arguablely worse than without it, if anything try and see if a flat plane is working on the original mesh just to check it's normals aren't custom or such, if so you might wanna check "Clear Custom Normals" as that can also cause issues
@@Kaideart will definitely try this! i also realised a bit too late that the part i was trying to attach was too high poly compared to the body (was a converted-to-mesh path), i have no doubt that might also be part of my issue
This seems to be somewhat broken since 3.0, the changed normals become strangely faceted, as if flat shaded. I hope it gets fixed, can get nice looking tufts anymore. 🥲
Wow, this is just brilliant. Seriously - not knowing this trick is the reason I've been avoiding polygon fur tufts, but this is such an elegant and easy solution. I tip my ears to you!
how have i never seen this before you just saved me HOURS of tedious work!
KAIDE! YOU'RE MY HERO!! 😭
I've seen for years how people have used this technique for blending fur, and they always just said "I used 'the Data Transfer trick' =)".
I have NEVER been able to find an explanation anywhere for precisely how it's done, and I've hit my head against the wall multiple times trying to figure it out myself.
Now I finally know! Thank you so much!! 🥰
This feels like one of those things more people should talk about, this just made a project I'm working on look 100% better.
FINALLY OMG!!! ive been struggling to find a tutorial for cartoony fur bc realistic isn't the look i'm trying to go for and thats what all the tutorials ive been finding tend to focus on. thanks for the tips!
wow, first time hearing you talk, you have such a great voice for explaining things, and the tutorial greatly explains the process. For some reason blurring the vertex groups never occurred to me so it'll help a ton
Awww thats very kind of you to say, I'm glad it helps
Thank you so much, prayer hands emoji. It's so invaluable to have someone doing literally the VRChat model workflow so I don't have to learn ANYTHING BUT EXACTLY WHAT I NEED FOR VRCHAT MODELS
Yeah, pretty much all my tutorials are focused on making models for either Vtubing or VR Chat to try and keep the scope of my channel focused!
So much hours you save for everyone making the topology by hand, ur a hero bro
thank you a million times for sharing this life saving trick. as someone who is modeling a lot, this opens so many possibilities and saves so much time
he is literally a wizard. taught me everything. thank you!
I usually specialize in human models but since opening comms I've had to tackle a LOT of furry models and this channel has been a huge help, thank you fr!
i've shared this to like 20 different people at this point you are an actual godsend for this
Honestly one of the best tips I've ever learned
I had been wondering about this for a while now, and happened upon this video randomly! Amazingly helpful! Will be sending this to a bunch of friends ^.^
Thank you so much! I wasn't sure what my model was missing until I tried this!
Good job and deserves a good tutorial BUT you forget something about "Auto Smooth". 😹
where i activate it
- Select an object and go to (properties) on the right ☕
- click the green triangle (Object data properties) ∇
- and look for the (Normals) and Guala!! there is the "Auto Smooth" and activate it and Ready. ✌
I hope it helps and give me hearts to bring it to your attention to help you. 🐱
Thank you so so much~~ This is so amazing. I was flipping out in stream when you discovered this. It was so cool! Thank you so much again!!
I'm glad you like it
Thank you so much Kaide! I'm 3D Games design student and all your videos have provided so much help. I truly hope one day I'll achieve such skill one day. Once again thank you and keep doing what you are doing! ;w;
Oh my goodness I cant thank you enough, I seriously was giving up on fur tufts but you just SAVED ME. You are seriously amazing Kaide.
OH THIS IS DEFINITELY HELPS! Was thinking of just sculpting the fur in but this saves me the trouble.
YEAH it saves a lot of time, obviously it's not the most optimal way to do it, but it's VERY quick
dang this simple 4 minute tutorial made my model look just a tad nicer
thank you so much!
I was literally looking for a tutorial like this yesterday. Thank you!
Glad I could help!
This is awesome! Can't wait to use it for my own models!
Have fun!
BROOOO I’ve literally been trying to do this for Y E A R S. Thank you SOOOO much.
This looks like a really handy trick to know... especially as I may want to create improved furry models later! Each character type comes with its own challenges... but fur tufts like this should be able to render a grease pen "line art" modifier for toon outlines, unlike hair emissions.
Cute animated VTube avatar too, btw!
Ah yes, the forbidden normals magick. This trick can be very handy for a variety of things, like making bushes for example
Most the time people make shrubbery, it's often a lot of flat planes just criss crossing all over one another.
But with this kind of trick, you can have them pull the normals from a lumpy sphere stretched over it and make it look like a solid mass
It's so cool a trick haha
Thank you Kaide! As always, very helpful!
This is amazing!!!! Thank you for sharing this tip!
You're so welcome!
By coincidence I bumped into your tweet on Twitter and I searched "how to model fur" and you literally came up. Haha
Definitely subbing to ya
Thanks a lot, this is really helpful !
You're welcome!
Thank you this is really important
Bro, You saved me hours of work!
For anyone that if the tutorial couldn’t work for them,
you need to turn on auto smoothing from the object properties for it to work
YES I completely forgot to mention that! I'm so used to just having it on by default I didn't think to mention it
For those ripping their hair out trying to find where to turn on auto smoothing like I was, its in the object DATA properties panel in the normal tab
@@wheresthelambsauce5977 For anybody else that this happens to, you probably just need to flip your normals
Fantastic! Extremely useful
Glad it was helpful!
You just added better fur to so many of my future models.
this just blew my mind. thank you so much!!!
thank you 😁😍 thank you 😁😍 thank you 😁😍 this is really helping. thank you 😁😍
i love you you are the best 3d tutorial youtuber
"there's no way it's that easy"
"It's that easy"
Great tip! Does this also work and look good if you also bake high poly normal maps onto your low poly?
Needed this for a project with a suddenly hairy character (take that figuratively and literally), great tutorial
did it work¿
I HAVE BEEN LOOKING FOR A VIDEO JUST LIKE THIS THX
Great tutorial, this definitely makes my stylized fur look way better!
I do have one question though, how does one go about rigging a model with this fur correctly? The intersecting geometry of the fur throws off the automatic weights and is causing problems, and I'm not sure what to do about that.
Thank you Kaide!!!
You're the best!
NO U
This is a cool technique
Wow this was great.
OH MY FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFING GOD THE WAY IT WORKS ON CHARACTERS STYLIZED HAIR!!!!!!!!!!!!!!!!!!!!!!!
OH MY FFFFFFRFFFING GOD THAT WORKS SO GOOD!!!!!!
Very very very helpful. Thank you!
saved my life. thank you!
great tutorial! super helpful!
thank you so much for this
Thank you for this gem of a video! I had no idea this was a feature. Do you know if there is a way to have custom normals per shapekey? I know Unity allows normals to be "imported" per blendshape, but I always set the FBX import setting to none to reduce avatar size and import time significantly.
When I press apply the whole thing goes dark. Any suggestions on where to look to fix this? Thanks in advance and this is an amazing tutorial
Super helpful, thanks!
Thanks Kaide for showing how this is done, but I did have a question about the normals once importing into unity. Because it seems since I applied this, my blend shape normals shading gets all weird in unity when animating blendshape expressions. Especially with eyelids.
This works well, but I have an issue where the Fluff geometry isn't smooth anymore, and doesnt render the custom normals in Cycles. It only comes through on material preview mode. Any tips?
I need to mess around with that modifier now
Can't thank you enough for this one! :D
YO NEW TUTURIOL I needed fur tutorialsjdjfn
needed this. cheers!
I've not gotten to this part with my model yet, as I'm still learning the bits and bobs I need to really make it, but that doesn't mean I can't use this info.... as in... Thank you!
This is very useful information not just for a furry model but other bits that should blend but don't normally because of the faces and stuff.
I think I now a few ways to use this too.... Hmm... Thank you again all the same. I'm looking forward to seeing this other way to make a model you hinted at with the first part of building your own Furry model, but that doesn't mean I can't enjoy your other content. ^_^
Is this work for blender 4.2.3? I try to do everything like in your tutorial, but anyway have “seams”
Would this transfer over to Unity Editor and VRchat?
Yeah! It moves into VR Chat no issue!
That's excellent news. ☺️
Hey i have a question how do you blend in big furs without it messing up when rigged ? or like moving a lot when the mesh is deforming with the arm or something like that
Edit ok found out my end issue lol: auto weights
does this transfer over to vrchat if youre using the model for that?
edit: nvmd i didnt know this was actually vrchat focussed lol
How that works? Like... it will still affects how light and shadow works in certain angles, right? It's good to use it for render animations or it will look off in certain angles?
Like some other people, I had problems with this too. It seems that if you have had modifiers applied at some point, it may have changed normals (e.g. subdivision). If other tips do not help you, try recalculating or resetting normals. After that, it should work even after joining the two meshes together. Tested with Blender 3.2.
how do I recalculate or reset normals
I did everything in this tutorial, but my 'fur blend' is not transferring data to blend to my Base mesh. I already used auto smoothing. What am I doing wrong?
That’s weird, my shading has turned flat even though I have auto smooth on, I’ve tried resetting multiple times and doing it over but nothing works. Looks good in game tho so fuck it
this is the problem I am having
MY FREAKING HERROO!
Is there any tutorial on how to make that type of fur?
use curves
@@magicalduck8236 yeah I found some videos, thanks
Hm, neat trick but it doesn't seem to not work well if you have a normal map on the main body and the fur...
When I rejoin the fur to the main mesh, it undoes the normal edit. what am I doing wrong?
Apply the modifier
Would this work for a game like roblox?
thanks !!!
Hello! I am in blender 3.5 and i have tried for 3+ hours to get this to work. All is well up until i join the meshes, the custom normals just disappear. I have tried applying and not applying modifiers, i double checked auto shading is on for both meshes, tried recalculating normals. Anyone have any answers to this?
For this check the object you're joining it to in the Object Data Properties > Geometry data doesn't already have pre existing Custom Split Normals already, otherwise that'll overwrite the effect that this uses!
Am I the only one getting weird results in material/render preview with this? It looks fine in solid preview, but in material preview and rendered the faces marked for changing the normals get lit as if they were set to "shade flat". Is it fixable at all?
This doesn't seem to work for me, unfortunately. Rather, it seems to work in Blender, but as soon as I import to Unity, it looks how it did before as if I did absolutely nothing at all.
I must note, I use Blender 2.79 because learning the newer vers is hard ever since I got used to the old vers, but this effect does indeed work in Blender, itself.
I should also note, I import my blender files into Unity by having the .blend be directly in the Unity file. Idk, it's faster to just have Unity update immediately after making a small modification to the model than exporting constantly and remembering any settings I chose over and over again, especially when troubleshooting something I've never done before like this.
I think it'll be the using a blend file in place of an FBX will be the issue as it might not be applying the data modifier properly.
Little tip so you're not ALWAYS reseting the avatar each time (been there done that), you can actually replace the FBX in windows explorer, so I tend to save the FBX in a folder, then copy that to the unity project with the same name as the old file (For example KaideVRC.fbx) That also makes setting up any FBX in unity a lot more... reasonable.
See if it works with an FBX because i'd be curious if it didn't. I also doubt 2.79 blender would cause that issue too.
You are a fucking godsend thank you!!!!
Love that accent
Is there an equivalent trick but for Maya does anyone know?
genuinely have no idea what i'm doing wrong, but i follow this as closely as i can and it never does anything outside of messing with the lighting on the mesh im trying to blend
One thing I have notices is that if the model you're trying to blend in doesn't really merge well with the underlying mesh it can look arguablely worse than without it, if anything try and see if a flat plane is working on the original mesh just to check it's normals aren't custom or such, if so you might wanna check "Clear Custom Normals" as that can also cause issues
@@Kaideart will definitely try this! i also realised a bit too late that the part i was trying to attach was too high poly compared to the body (was a converted-to-mesh path), i have no doubt that might also be part of my issue
has anyone tried importing this onto roblox to see if it works there as well?
This is witchcraft. Seriously, that's fantastic!
All this time and I never knew this.. oh my god
Now you do! I hope it helps you out!
Unfortunately this doesnt work quite as well in Rendered view...
If i knew this sooner
King
SAINT
I love you
Didn't work :C
why he look Like The Jeff Dunham Puppet? 😭😭
doesn't work
Thank you so much for this tutorial, this is great!
Your video appeared when I needed it the most! Thank you very much for this tutorial TvT 🩵✨🩵✨
This seems to be somewhat broken since 3.0, the changed normals become strangely faceted, as if flat shaded. I hope it gets fixed, can get nice looking tufts anymore. 🥲
hey, did you find an alternative?
@@bjk5822 no :(