You can't really do a furry surface with a regular PBR shader. You need a fur rendering system. For example VRayFur https://www.turbosquid.com/3d-models/tennis-ball-fur-3d-1144972
I see) Then it could be a golf ball or Globe. I'm interested in the technique of creating such a texture/material from real object. I understand that I can spin the ball on an axis and take photos from multiple angles. But what to do with them next? Main question for me: How to sew them together into one whole and how to…
Physically based materials in games IMO are true looking only for limited number of subjects. Like something plain plastic or metal. And even never look same in different renderers. Compare iray and GL in substance designer /painter for example. Anything complex like grass , asphalt surface , snow , velvet , anything fury…