This is my version of the Krystal model by Mikiel2171. I did several bug fixes and added many new features. It includes both Blender Internal and Cycles versions, though each was developed separately and has its own modifications.
There won't be many updates on this model, which is an older work. I later created a customizable non-fanart character based on it, which I am now maintaining instead. For those interested, it can be found here: http://www.blendswap.com/blends/view/78647
Credits: The original submission was created and made freely available by Mikiel2171 (model) and LittleDragon and CharleyFox (textures). The character Krystal belongs to the Starfox series by Nintendo.
The fur will use a lot of memory; If you don't have at least 8GB of RAM, I suggest enabling child particle simplification, and using a value like 0.5 or 0.25. It was difficult as is to make fur look good with so few particles, and that's the best balance I could find.
Actually, it really doesn't use a "lot" of memory. I freed the particle editing back to its default, added in 10000 emissions of particles. And while I was at it, scaled down the root thickness under "Cycle Hair Settings" down to 1.6 to make it look like actual hair... instead of these ugly, thick spikes (no insult intended). All of this took 122.18M of memory from the system when rendering the "Path Trace Sample". Yet my bottleneck laptop using a CPU from 2005 only has 4GB of RAM.
And lag is a good thing in this case. Blender is not the kind of program to have everything exported and pre-rendered all at once. If there was no lag, it would be in a program that let you "look" at the model, not edit it.
I'm always impressed by people who can competently handle particle hair.
Compared to modeling a model from scratch. Particle hair doesn't seem hard at all from what I've learned. Because it's not like you're placing every single hair manually. Blender handles all of that for you by spawning particles over materials/faces you highlight randomly.
At least, that's how I assumed you created hair in Blender. The behind the scenes in Kung-Fu Panda where they talk about how much work they put in the hair physics made it sound like they individually created each hair on each character.
I'll figure it out eventually but where do I find her clothes?
A Few Moments Later Found it, completely by accident. You know those dots in the grid right next to the word "Global" (Transforms orientation). Ironically so, I always questioned why they were there in the first place. Tiny controls like that makes me feel like they aren't important. Turns out, they select preset "layers" of different skins to the object. Aren't I lucky!
how did you create the lighting effects to use flare streaks after its rendered
Weird: Textures should be packed into the blend file. I remember it worked flawlessly when I posted this. Could a Blender update have broken it?
People that treat particle hair skillfully always make me feel amazed. badland
Snow Rider offers a thrilling experience in mastering the exhilarating art of sledding.
laagggg! you really need to remove the extra hair you add, it make my pc lag like crazy. Too detailed!!!