I saw this concept of a furry Goblin in Pinterest and decided to do my take on it. Unfortunately it did not credit the concept artist, so I am unable. I initially tested using the Ai tool, to generate a simple proxy mesh ... 3daistudio.com ... which was a good start to test.
I did sculpt it in Zbrush, then retop-unwrap uvs in 3Dcoat.
The bandages are from Zbrush Marketplace, just deformed and edited for this guy.
As far as haircards ... I went into this sinking 'rabbithole' on researching many youtube tutorials on generating haircards in Xgen & Blender.
In my opinion, a powerful as they are, I felt they are too generic - but I suppose I haven't given the tools a thorough deep-dive and I see the amazing results out there that it has proven to be useful. I just felt I wanted the hair to be more 'custom' so I went 'old school', created textures (hand painted in Photoshop) then meticulously placed them in Maya.
Once everything was textured and modeled ... I also wanted to explore having this lil guy rigged with a basic idle animation.
So I watched a few tutorials on creating a 'Quick Rig' in Maya, edited the skinning through Paint weights ... then asked an animator friend about animation tools within Maya. To be quite transparent, the last time I did this was at Mainframe Entertainment.
I did explore using Accurig & Mixamo but because the proportions are so different, the results were terrible.
So ... I am the first person to say how much I am NOT an animator ... hat's off to all the skilled individuals who can ... but I made these two sets of idle animations. These are meant to give 'life' to him, so we can see him move.
Anyway, I had a lot of fun exploring some areas I wasn't confident & comfortable with trying ... but now I am quite happy I did.
Incidentally, I did ask some professional artist friends for their critiques ... their much valued suggestions made this guy one of my favs, to have worked on.