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