In this workshop we'll get hairy and discuss valuable ideas that were used in creating the geo-nodes-based groom for a colossal, fur-covered beast with Bolt Graphics. Matt will run through the challenges of making large-scale hair systems and the techniques we can use to manage them effectively, as well as some handy procedural methods of injecting believability into our character grooms.
Matt Curtis is head of 3D at Bolt Graphics, character artist and generalist, and lover of all things weird.