So I am working on a making a giraffe at the moment and have the high poly nearly done. I plan on doing completely unique UVs across the whole animal because of the nature of the spotting pattern which would look weird if it were mirrored. I plan on painting the spots by hand in zbrush and baking it to a map to finish…
That is only for the legs, but I will need seams around the head and neck which the fur patch method will give me issues. I am going to mess around with some Maya fur and see if I can get some decent results and report back here in a few days.
Baking shouldn't interfere with your UV seams, and you should be able to define colors for the patches with a texture via the material, although I'm not sure Max or Maya have that right out of the box and you need a plugin? Or, you could spend 5 seconds looking up a picture and notice that giraffe's don't have patches in…
Yep, that's the nature of the web unfortunately. Wish I had the inclination to save all those cool things, make PDFs or archives. But who has the time?
I experimented with Maya fur and ultimately gave up, some of what I came up with to actually bake the fur out is in this thread. Fur only exists when rendered, I couldn't find a way to bake it to a texture, so there's a bit of workaround that needs to be done.
You could try that. Probably the highest-end results. You could also just make a good hair-like brush and paint it using a 3d paint program. http://wiki.polycount.com/PaintingAcrossSeams#Integrated_3D_Paint
Hmm the panda technique could work, but how would I blend those patches over UV shells to avoid seams? Or do you think I could do maya fur across the entire giraffe and bake that out as my base?