In this guide, we will be going through the skill and technique on using the fluff appendage, and hopefully make hair out of it.
If you havent already, check out [Appendages - Fluff]
Gather the necessary material for fluff textures. Or make your own.
What you want, is fluff alphamask textures, and colormask textures. You can download this collection here: [DOWNLOAD]
You can also find your fluff from other characters when browsing the cloud, by loading the character and extracting assets. Check [Extracting assets from other characters].
Making fluff, you need to start with a 512x512 image in black. And draw/make the fluff in white going from down, to up.
Doing soft transitions into greys and blacks from whites will have the effect of gradually making the fluff fade out in those areas.
You can use Gimp, Photoshop or any other image making program to create a fluff piece to use for Fvne. You may also continually edit the .png alpha mask, save it and it will update the fluff in Fvne, given that the character and the fluff come from the same session while Fvne is open.
Firstly, lets set the fluff sculpt settings to be something like this. You can of course change this to your liking.
Now, lets create a simple front big hair bang.
Why?
Because, editing this one fluff piece into what we want will result in every other newly added piece mimicking the exact settings, so that you can continue to add fluff with the same edit.
I apologize for the quality.
These are the technique that makes fluff look good and make it easier to use.
Remember these things
There is more aspects to keep in mind. These listed here are more of a wide brush, committal techniques that deal with some amount of extremes. What that means is, you will deal with large values and small details. All are worth it.
Now stepping into the next dimension, by layering different appendage groups.
The video is showcasing an extreme case character, who has layers upon layers of appendage groups for just the hair, all because the afro-like hair is too complex and prone to many errors. What you really need is maybe 3 appendage groups for the hair. 2 front, 1 back. Whatever is needed to also create some diversity as well as workspace for you to not make too many big errors.
After a while of practising using fluff for something like hairs, you get even better at the less defined body. And when hair is difficult, the body becomes easy, giving you more ideas as to how you would add fluff to shape and make the body of the character also have some kind of personality.
From sideburns, cheek fluff, fluff supporting garment hairs or tails, shoulders, chest fluff etc. The opportunity that fluff lets you have is more fluffy aesthetic, or noise to enhance the illusion for fur, hair etc on the character. So keep at it!
The time it takes to make hair using only fluff is not a fast job. Be patient, about 50% or less of the time spent on making the characters base, textures and assets can be spent on the fluff. So do not think that things are going badly because you take a long time to make it look good, its practically a requirement. And therefore you should be patient with it.
Any final tips is to be meaningful with the fluff, rather than abundant. Find the illusion, not the material effect.