In nuce: Anyone who reads Digital Production knows: “That’s enough cat pictures for me!” is a sentence we’ve never said before. Fittingly, we recently published a workshop report that set our cat content radar off! Lead Character Artist Glen Yancey has published a workshop report with our colleagues from 80.lv, which traces how grooming works in Ornatrix and gFur – and how the corresponding files are exported to Unreal Engine afterwards. The workshop report “Setting Up Stylised Fur with Ornatrix, gFur & UE4” is worth reading and was written by Arti Burton, Head of Content at 80.lv.

Who is Glen Yancey? Glen Yancey is the Lead Character Artist of the game Lightyears from Home, a story-driven survival game whose game mechanics borrow from the Metroidvania genre. Before that, Glen worked as a QA tester at Funcom, managing bug reports for the game Conan: Exiles, among other things. He then worked as a Character & Environment Artist and 3D Asset Artist.
What can you expect in the workshop report? The workshop report focusses on Monty – the anthropomorphic, feline sidekick of the human protagonist Sam. According to Glen, it was comparatively easy to give the human hero a hairstyle – thanks to XGen and the numerous tutorials available online. Grooming Monty, on the other hand, was a challenge for XGen, which is why Glen and his team switched to a combination of gFur and Ornatrix. Glen describes the grooming of the animal adlatus as being similar to video game classics such as Conker’s Bad Fur Day, Ratchet & Clank or Shadow of the Colossus. In the course of his workshop report, Glen also explains what his overall workflow looked like – always using Ornatrix, gFur and Unreal Engine 4.
Click further: To the complete workshop report on 80.lv. The teaser for Lightyears from Home is linked right here below.
Lightyears from Home – Game Teaser