I’ve been busy with school lately, so I haven’t had much time to work on Goatfrey. The texture map is almost done at this point - all I need to do is paint a decent fur texture patch to paint onto him in Mari. After that, I’ll move on to rigging this guy.
I’m actually surprised how well the procedural noise layers had already given him a sort of soft, fuzzy texture. A few months ago, Blue Sky’s university outreach program sent a texture artist over to give a presentation, and she described a method they usually use where they layer three procedural noise layers - a large, medium and small fractal-type noise layer - to quickly add some variance and depth to a character’s texture.
I’ve previously posted a picture of Goatfrey before I touched Mari (ignore the lack of blending in the fur colors in the older version), and you can definitely tell how well this process removes much of the flat, plasticy, CGI feel that the older version had.