As the title suggests, I’m trying to model fur on the following weapon and I have no idea how to make fuzz look like this without making the tris count well over 5k JUST on the fur.
Hey!, i think there’s just 1 way, make the fuzz manually just like hair, there many tutorials on how to do that but keeping it under 5k would be hard and probably look very low poly,
let me know if you have others questions!
One way how games handle this sort of fur is by populating some ‘blob’ of geometry with planes that stick out which have semi-transparent images applied to them. It’s often used to generate grass near the player for example. You can use the same technique on your model. Below is a very quick and dirty example to illustrate the idea.
You’ll notice that in some places the fur looks better (like at the top side) and in some places you can clearly see the planes, so making sure you orientate your planes correctly to sell the illusion is very important. You will also want to strike a balance between placing down enough planes so it looks good, but also not placing down too many that it becomes a performance problem.
In your case you could probably arrange the planes in a shape like so:
This will look fine from all angles except the top and bottom, but you won’t look at swords from that angle anyway.
In order for the images to also appear with transparency like this in studio you will need to use a SurfaceAppearance and set its AlphaMode to Transparency. It will also require you to properly UV-unwrap your model, so if that’s unfamiliar territory you should read up on it!
What is this called by the way? if you can give me an answer that’d be great since I’m 100% looking into that, if I can get the model to be like a weird blob and then have these protruding in order to simulate the hairs that’d be amazing.