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GHOST OF TSUSHIMA - Fur lookdev

I worked with our rendering programmers to create a real time fur shader that could give us desired looks for both thin and clumped hair. Part of the overall look is baked into the Fur diffuse to generate color variation, then I painted a custom flow map in Mari to groom the fur shells which I then baked into vert color(RGB). I used the grayscale channels of the vert color to drive which areas had fur vs those that did not. We used the height to drive overall fur length and then an additional procedural detail height map that was made in Substance Designer to alter the fur clumping style. The shader then drives clumping AO as well as spec and translucency. I was responsible for all of the grooming and fur lookdev for almost every asset in the game aside from a few smaller assets.

Coding and shader support from Tom Low, Jasmin Patry, and Matthijs De Smedt

Additional fur textures
https://www.artstation.com/littleredzombies

Yuna's Kamiagata Fur vest

Yuna's Kamiagata Fur vest

Adachi armor fur vest

Adachi armor fur vest

Mongolian brute helmet

Mongolian brute helmet

Misc furry sayas

Misc furry sayas