As part of making an anthro furry character, it means combining the human and the animal in some way. Although we are focusing on the visual.
One thing many mammals have is fur, and often the more popular animal kind within the furry sphere.
What that means, as a start of this guide is to look at real life and take inspiration from real sources.
In this case, it is Fur, and perhaps the animal that fur originates from.
However, there is one more aspect. The art in the character and their looks, for a fluffy and furry character, the fur can make one look softer, harsher and importantly silhouetted differently. As well as how you think it would look in a human body shape. It can create character, or just be pleasing to the eye. Regardless of what…
Lets dive in!
Firstly, we need to collect relevant masks where you do not want the fur to appear in a single mask. This will make things easier when you do configure the fur.
Enable the fur, and set the newly created FurOp mask as the fur Mask. The character will appear to have some wild fur on them.
Lets make wide edits firstly.
You will be using the Set Clipping border tool (B hotkey) and Gradient Fill (G hotkey) in various areas.
Exit Clipping Border by pressing the Hotkey (B).
Now it is time to do it for each limb.
Remember to mirror the fur.
It is NOW that you decide the length, and tiling of the fur.
It is generally up to you to decide what tiling and fur, now or later.
But, here are some Tiling and Size presets to steal.
(Note that, the images are also tilted and combed to finish)
You should always adjust your tiling and length to appropriate numbers for your character as these “presets” may not fit.
The idea you want to learn with these presets is that bigger Tiling = greater number of strands and thinner. Smaller Tiling = Bigger/Lesser fur strands.
To make a character Fluffy, you should Tilt and then Curve the fur. Tilting it upwards, and then curving it inwards will create the effect of depth in the fur without adding more length.
Use Gradient Fill (G) and Tilt the fur over the entire character.
(Mirror to see the overall final better)
(Mirror to see the overall final better)
Combing (Shift+E) is simply 'rotating' fur strands in a selected area.
You generally also want to give the fur a sense of action. Looking at Real Life fur, you will notice patterns that form on the animal. It could be due to their behaviours, how they handle themselves or how their limbs move. You may create character with the fur if you have some good use of Combing.
Now it is time to fine tune. Go back and forth between combing, tiling, curving, etc.
Create yourself 3 different presets to quickly go into. A low, medium and Strong settings to make your Sculpt brush behave lesser or stronger.
You will have trouble fixing the fur around the Nipples, balls+crotch, maybe vagina. Take your time with those.
Play around with the Shading effect for fur.
Shade and Lightening factors are not required.
In this guide, it is recommended that you turn all shade/light sliders to 0, however some shade can add depth.
The color of the fur will generally be based off of the character/Part. But this can be changed.
To use this feature appropriately, you want to learn some of its tools.
Do not restrict yourself to the Fur feature being the only fluffy or furry thing about your character.
Fluff, parts, garments etc can all contribute to creating a fluffy aesthetic.
Feel free to take a look at [Hair by only using Fluff Appendage]
Image below showcases a mix of fur, fluff and garments creating variety of furs.
Usually to fluff up the shoulder and chest and neck. If you were to remove it all, he would be a lot thinner. Which means, the character takes account the effect a hairless cat makes as opposed to a furred cat. This is to show how when blocking out a character, with custom offset or not, the fur can be too big and fluffy if you dont also make the character a little thinner.
I hope this guide inspires you to take the extra effort in making your character furry in the way you want it.
My final tip is to not conform to what you see or have, think outside the box when trying to get your character come to life.