6 is the common number, but some Colossis can go higher (the first one has 8 layers for example). The Fur applied for the big parts of the Colossi are a set of polygon layers. While the tufts are cool to see, they are in a very limited number, they are mostly used the give a better transitions between the parts with and without fur. The tufts are very simple to understand, they are just simple planes (a single quad grouped) to give the feeling of a tufts. (Note that they use a similar one for the grass ingame in certain areas.) So, how does the FUR work exactly ? The Colossi use 2 different techniques to display the Fur : a set of planar polygons and some tufts (single quads). I’m amazed on how clever their technique is. This is certainly the main reason why I wanted to extract and look inside the game : understand THEIR fur technique. And even if the making of Shadow of Colossus explain a bit how they have done this part of the Colossi, it is still a bit blurred in my mind. I have done some search on how to generate fur for real-time rendering and I found some papers here and here. The first thing which fascinated me in the game was of course the Colossi and especially the fur on them which give an incredible look to them. The purpose is educational and the work presented here go to their respective authors. So the following blog post is a breakdown of the game from my personal point of view (I don’t know at all how it was made originally). ![]() If you are also interested about the story and the environments I recommend you to read the blog of Nomad. I’m interested about the technical side only. ![]() I started some month ago to try to go deeper on how the game was made. ![]() I’m still amazed about how they were able to handle so impressive Colossi and environments on a console like the Playstation 2. It’s an important influence for my own projects today. I’m a big fan of the game Shadow of the Colossus.
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