This is how she looks for me most of the time. Not as fluffy as in the final renders but I believe she’s cute enough to have a lot of fun posing and animating her. Originally I only intended to explore my own character modeling capabilities, and considering what could be suitable for a first post here, a little insight into this Blender project might be interesting:
I added the inside of the mouth afterwards, thinking “Hey, that might be good for some vore content!” – For the first version I extruded the teeth directly out of the gum (don’t ever do that, it’s stupid!) before starting from scratch and making new ones as separate instances. That gives you the freedom to position each and every tooth as you please. They are parented onto the jaws, moving exactly as her head does and always keep their shape.
Also, her sports bra turned out to be a nice study in retopology. It would have been easier to just mirror the object alongside the x-axis but I wanted her to not only look like she just came from the gym, but also a little bit of ancient Egyptian goddess if you know what I mean.
I learned how to create eyeballs, how to animate clothing alongside with the body without clipping or glitching and spent most of the time finding the correct fur settings looking good enough for final renders but without melting my hardware away. Her hair is controlled by four separate particle systems (never only rely on one!) with different settings for her body, head, tail and extra puffy hair at her cheeks and neck.
There are still issues to be fixed regarding her eyelashes, hands and the interior surface of her entrails. But I’m really glad how the first renderings I published on FA and DA turned out.
Now I can slowly move over to actual animated content!