![]() I know unreal 5 has a cool new feature where if you have a static mesh you can have millions of polygons on a mesh and it will automatically kinda deal with em to a more manageable level without hindering appearance or performance, I forget what the name of it is called tho. The fur item's Fur Bump Amplitude setting controls the strength of the Fur Bump effect. Then you can use arbitrary texture layers (such as image maps and procedural textures) to control the fur's direction. ![]() some people just model hair and then place it, which I guess is slightly less than sculpting poly count wise but I dont think it'd look quite as good.ĭepending on the engine you're using I dont think poly count matters unless its like outrageously high, now adays its more how many things are you loading into a scene rather than polycount. Fur Bump angles the fiber direction similar to how a bump map perturbs the surface rays. If you're going down the route of sculpting it can lead to some pretty high poly models but then you'd make a texture out of that and bake it so it can appear that way but is actually low poly. not sure if its quite the same for fur but i'd imagine so. Making textures can be pretty annoying and sometimes difficult, you need a bump map, some displacement, normals and people also usually add some diffuse.
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