So recently I saw the game “WangZheRongYao” did some upgrade on their character.
So here’s the link to the character.
I’m wondering about the female character furry tail, it looks so fluffy, detailed, and it looks heavy for the hardware, and they did this on mobile game.
So my question is how did they make a furry object like this? Is it do-able in unity?
It looks like fins and shells to me too. The non-native res 720p of the video and the video compression is bluring out the layers breaking up is all, I think.
And it looks like they are only doing it on the character select screen, so not much else is going on, in game it looks like a different model is used, no fur.
Since it’s only furry on the preview animation, it can be pre-rendered video. In game play, it’s completely non-furry super-low-poly. (Unless the rotation is player-induced)
However I think a modern mobile is capable of rendering a good fur if it practically is the only thing on the screen like it is on the selection.
They only did the fur in the char selection screen when only character shown on screen… It allows heavy rendering and detailed character…
While during the gameplay, I think it use simpler model and shader…
I’m putting my vote in for shells as well, no fins. No other way I can think of to do that effect as is. You can see the artifacts from using shells in a few frames. They’re using some nice modifications to the standard shell by giving it some directionality, and darkening some of the inner shells.
It’s a classic shell approach but it isn’t being used for live gameplay, only char select, obviously, and even low end devices will have no problem with that amount of overdraw if that’s all they’re essentially tasked with doing…
Note the visible lines from shells (horizontal in this picture):