Furville Studios

Computer Graphics

Crema OC in Unity WIP

by on Oct.15, 2017, under Computer Graphics, MLP

I’m working on making hair cards look good when importing from Blender to Unity.  Here is a WIP,  for some reason the import blows up the hair UV mapping.  I’ll get it fixed though.


Crema WIP Unity

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New CG 3D Ponies! OC ‘Crema’

by on Jun.07, 2017, under Computer Graphics, MLP

I’ve started branching off from my usually furry figures to MLP ponies.

Crema 6_10a

Completed pose and render of Crema. Pretty much all of the rigging is done, have a few more controls to add before I tackle some animation. In the mean time, I’ll do a few more poses soon. Feel free to ask if you have any Blender questions, the program is deep but I know my way around fairly well. If I don’t know the answer, I can probably point you to some place where you can get it.
Here is what I have so far on Crema’s character:

Crema is an earth pony whose passion is everything coffee. She was born in the western hills of Equestria on her parents coffee farm. Always looking for something different to do, she left the farm to explore the world. Eventually she settled in Ponyville and opened a coffee shop called Crema’s Coffee Corral. Her shop is known for her speciality ‘Zingo Crunch Coffee’- chocolate covered dark roasted whole coffee beans in a bowl- caffeine zing for ponies! The shop also has a small performance space for karaoke, musicians and storytellers.

Crema is not that socially inclined since she grew up on an isolated farm but, since opening her coffee shop, she’s been forced to grow in that regard. She is highly energetic and puts in long hours at her shop, but tries to get away when she can to explore around Ponyville and make new friends.



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New CG Image ‘Chillin Fox’

by on Dec.08, 2016, under Computer Graphics

This is an image I’ve been working on for a while.  The background cabin and surrounding trees were bought from Turbo Squid.  Problem has been the textures are not Blender optimized so it chews up CPU cycles during the render.  It’s good enough for now-  may come back to it later for tweaking.



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Red Fox CG Character ‘Snaff Fox’

by on Oct.10, 2016, under Computer Graphics

Thought I’d tackle a digi-grade character and see how it turned out.  Fair pleased with this guy, but still have some touch up work to do.  He’s fully rigged so I’ll be doing some animation soon.

CG Fox

             Snaff Fox



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WIP Snaff Fox

by on Sep.26, 2016, under Computer Graphics

Here is a work in progress image.  Just finished up the rigging so I will be posting some complete images soon.


WIP image

WIP image

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JF Chill Fox completed

by on Jul.06, 2016, under Computer Graphics

JF Chill Fox is completed-  rigged and furred.  Below is a pose I finished.  Not everything is right with this character, I learned a lot during his creation and some things are just not right like the texturing and the eyelids.  He is posable though and I plan to set him in some environments. Also,  I’m starting to work on a buddy for him-  an arctic wolf.

JF Chill Fox


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Arctic Foxy progress report 5_22

by on May.22, 2016, under Computer Graphics

I managed to fix all the issues with the teeth and now moved on to adding fur.  Here is the results so far, still have some tweaking to do on the fur. Next up is adding the rig and working on the expressions.

Arctic Foxy_WIP

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Latest 3D character WIP Arctic Foxy

by on May.14, 2016, under Computer Graphics

Actic foxy WIP

Here is my latest CG character- this is the Zbrush model.  I’ll be importing him into Blender for fur, rigging and texturing.  My plan is for him to have both a winter and summer coats of fur. Don’t have an official name for him yet.

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Koot CG Raccoon Pose 2

by on May.08, 2016, under Computer Graphics

Koot raccoon Pose 2

In this pose I used a photo style soft background.  There is an HDRI image in the background for all around lighting and a spotlight and sunlamp to provide some shadowing.

The biggest hassle with this pose was the weight painting- not my favorite CG chore!  Basically the weight painting maps the skin to the underlying rig.  The idea is when the figure is posed the skin should follow nice and smoothly, yeah well, it’s- touchy.  If it’s not right, the character mesh can blow up big time. There is some messy weight mapping in this pose but- fur covers a lot of less than perfect mesh!


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