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I've been wondering how artists make low-poly 3D models look like they have hair or fur.

Recently I stumbled across this animated Corgi model on Sketchfab, and it looks like the artist made some spikes that stick out of the model to make the corgi look fuzzier and messier:

Spikes labeled on the Corgi model

These fur spikes overlap the model and curl at random angles, but somehow the artist kept the topology pristine: The spikes and surrounding mesh are still mostly quads, and all the quads are mostly square.

How could I replicate these fur spikes and still keep a nice topology?

I tried to replicate a single spike with the "Grab" sculpting tool by pulling a vertex hard to the right: enter image description here enter image description here

However, the quads on this spike have become highly distorted, and the spike looks jagged and flat.

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  • $\begingroup$ blender.stackexchange.com/questions/56535/… $\endgroup$ Commented Mar 14, 2021 at 21:03
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    $\begingroup$ Thanks for the link! I am aware of this technique for creating spikes, but it makes two assumptions that I wish not to make for the particular application of low-poly hair and fur: (1) The spikes protrude from a single vertex. (2) Creating the spikes introduces new hexagons, and I'm hoping to stick with a minimal amount of polygons that are only triangles and quads. That was my fault for not clarifying; let me edit the question $\endgroup$ Commented Mar 14, 2021 at 21:13

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