Texturing Question

I have a character that wears a coat, the coat is part of the body and not a separate piece. The coat features puffy arm cuffs and a puffy collar area and those two areas I wanted to add something like a fur effect to them without it being on the rest of the coat or the model itself. So my question is: Is there any slight fur effects in unity and if it is can I add it to parts of my model without it getting on everything?

P.S. I’ve seen people making soft grass in unity with the same effect I’m going for.

Fur shaders are not built-in. Surely there’s something on the Asset Store.

The other part of your question has been answered a lot. To sum those in-depth answers up, yes.

I always search the net for answers before I ask things but I couldn’t find this one but if its been answered alot could you please provide a link to one of the similar questions?

http://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Asts-Assign-existing-materials-to-surfaces-htm.html

I should have mentioned that my licensed software is max 2010 and while my textures are mapped where they need to be, the unity shaders(thanks for the correct name for these btw) affect the entire model

That is a setup problem. You need multiple materials.

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Ah ok thanks for the info

I’ve never setup a material like this in Unity but I know a couple alternate processes.
In Unity you can use an alpha mask texture to control where you want the eventual fur shader to be distributed.
Alternately you can do this in Max prior to bringing it into Unity with planer mapped hair fx. There are several different ways to approach and accomplish this in Max. It all depends on how you want to implement it.

I once followed along a Shadow of the Colossus tutorial that was entirely in Japanese a long time ago just by looking at the numerous images the developers supplied with the information. This was either before Google translate or before I knew about Google translate. :slight_smile: The hair treatment actually turned out pretty nice with the proper lighting setup.

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That actually sounds pretty good with what I’m trying to achieve. Thanks for the info I’ll give it a try :slight_smile: