After much experimentation, I've got a decent workflow down to generate color maps quickly. It's fast and fun, so I will make a couple variations with different patterns and tint. This is shaping up to be probably my favorite model so far.
I've got my game model of a cougar ready and am now going to begin some experimentation to try and get fur rendered in UE4 that will look something similar to the animal fur in theHunter : Call of the Wild (in game shots below). I really have no idea how they accomplished it, but it looks awesome. My guess is some kind of…
Getting there. A few finishing touches to do : add whiskers and make some exciting poses, then this will be wrapped up for now. I want to make several different fur pattern variations. Overall super happy with this awesome creature. It's been a ton of back and forth look dev I guess is the term, but I've really enjoyed…
Ok, thanks again to @WadeWT for pointing me in the right direction. I've purchased Advanced Fur Shader from the UE4 marketplace and its just about perfect. Here is a test material applied to my model. Just a matter of making some color maps, and then going to need a few iterations to get a "growth" map which appears to be…
I can't say for certain how that game did it, but judging from the screenshots it looks like it's a multi pass shader. The concept is identical to that moss tutorial, except the vertices of the model are just offset for each pass of the shader rather than creating x number of copies of your model. I use Unity mostly so I…
Thanks @WadeWT , that gives me a lot to go off of. I don't know nothing about writing shaders beyond basic work with the UE4 material node editing (which I guess is just visual shader scripting), but maybe with a few weeks of research and experimentation I can come up with something decent. Maybe that is totally…
Finished, with an alternate model. This model has exceeded my original expectations. Largely due to the excellent shader. I look forward to going further with this shader on future models. Custom displacement maps, material blending, a few things like this to give me a bit more control may go a long ways. Also, next time I…