Been a few weeks since my last update post on my cat model. It doesn't really take me this long to create a character model, he just isn't on my highest priority right now. Anyways I've modeled most of his body! I'm still flip flopping on his clothing, so this might not be his final look.
I also tried playing with different methods of making his fur, and I don't know man, I didn't like working with the particles system, and I didn't want to model chunks of hair like I did with my Vanoss model. I might try something with the multi-resolution modifier and sculpting, but I wouldn't count on it. If you happen to know a good method for stylized fur, please let me know!
jthrash
I think you might want to make the middle tuft of hair on top of his head a bit longer to match the concept art, but otherwise, I love the dopey-ness of this character design!
Have you tried hand-painting fur strokes on his texture to give a sort of stylized, painterly look? Or have you tried creating a sort of fur-bump-map shader using Blender nodes? For the latter, I usually just plug a Noise Node into the Bump Map Node (which then goes into the Normal Input of the Principled BRDF shader, or whatever it's called), then basically just "stretch" the dots in the Noise Node by messing with the Texture Coordinates--basically, I may Scale up the X-axis of the texture and leave the other axes untouched to make the dots into lines.
A lot of mobile and Switch games essentially fake fur and hair this way, making it a bump map/normal map instead of particles or hair cards.
Framed51
I haven't tried hand painting the fur yet, I'll leave that towards the end when I'm fully done messing with the topology. I actually do use that noise trick with some of my other characters, but I feel that wouldn't really work here with my model, since I kinda want it to have some flow in fur y'know?