After countless hours of practicing I finally got this
:
but I started from this:
So I want to share with you guys what I learned, since looking at your work always inspires me:
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Giving hair to the bald: If you have bald spots, it means that you donât have a parent strand of hair in that spot and thatâs why there are no children covering it. You can check the bald spot by going in to the Particle Edit mode and unchecking the âChildrenâ option in the âOptionsâ section of the left panel. By unchecking the Children, you will be able to see the parent strands alone. To fix the bald spots you have two options:
- make sure you increment the âNumberâ field in the âEmissionâ section of the particle settings until the bald section is covered
- or add some parent strands with the âAddâ brush in the Particle Edit mode
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Making it fluffy: To give the impression of a fluffy hair, you can make two or three layers of hair for the same vertex group. For instance: - you create the vertex group âBodyâ and assign vertices to it by using the âWeight Paintâ tool
- then, you create a particle setting called âBody Baseâ, assign the âBodyâ vertex group to it in the Density property, and enter the following settings:
- Number: 2500
- Hair Length: 0.010
- Children Display: 150
- Thickness Root: 1.00
- now you create another particle setting called âBoddy Middleâ, assign the âBodyâ vertex group to it in the Density property, and enter the following settings:
- Number: 2500
- Hair Length: 0.025
- Children Display: 25
- Thickness Root: 0.50
- finally, you create the last particle setting for the body called âBoddy Fuzzâ, assign the âBodyâ vertex group to it in the Density property, and enter the following settings:
- Number: 1000
- Hair Length: 0.040
- Children Display: 10
- Thickness Root: 0.20
- as you can see, the idea is that you create different particles for the same body part. For each successive layer of particles, the hair particles increase in hair length but decrease in number, children display and thickness root. That creates a nice fluffy effect
- then, you create a particle setting called âBody Baseâ, assign the âBodyâ vertex group to it in the Density property, and enter the following settings:
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Fluffy Combing: as the particle layers have different hair lengths, when you go into Particle Edit mode to comb them, you should adjust the âDistanceâ property accordingly. For example, the âBody Fuzzâ particle hair could be combed using a distance of 4 or 5, while the âBody Baseâ particle hair could be combed with a distance of 1 or 2, depending on your taste.
If you follow this advice, your bunny without combing should look something like this:

I hope this helps other people who may be as frustrated as I was at first with the fur 

