Direction
→ tangent-space normal map
- Drag to comb the flow, with a live arrow overlay
- Pinch pulls a tuft to a point for cowlicks and swirls
- Direction / Strength / Erase edit one channel at a time
- Flip G toggle, so no green-channel guessing
Paint fur flow, length and bald spots straight onto your UV layout, and export lilToon-ready normal and mask textures in seconds.
Free · MIT licence · Unity 2019.4+ · editor-only
Stop round-tripping between Blender, a paint program and Unity. Each mode paints one map, exports it with the right import settings and drops it onto your material.
→ tangent-space normal map
→ grayscale length mask
→ crisp presence mask
A marker follows your brush onto the actual mesh in the Scene view. Symmetric UVs? Every matching spot lights up at once. Turn on camera follow and the Scene camera glides along with you, optionally aligned to the surface normal.
No more painting blind and hoping it lands on the right paw.
Every tab, on a real avatar. Click any screenshot to enlarge it.
The resolver reads your outfit meshes, measures how much room each strand actually has, then leans the fur over and trims it until it fits. A 20,000-triangle garment resolves in about 0.15 seconds.
The Collision tab resolves one outfit with the window open. The component does the same job from an outfit root: press Bake and it collects every mesh under that root, grooms the fur around them, saves a copy of your fur material with the new maps, and hooks that copy to the bool your outfit toggle already uses.
Length and Alpha are layer stacks: add, duplicate, reorder, rename, show or hide, opacity, and a blend mode per layer. Try an idea, then keep it or drop it.
Mirror left↔right or top↔bottom on an adjustable axis. Direction vectors are flipped across the axis, not just pixel-copied.
Drag your mesh in and its UV wireframe becomes the paint background. No UV snapshot export from Blender.
Ctrl+Z, Ctrl+Y and toolbar buttons, one step per stroke or operation, so experimenting is free.
Pick an output folder once. Saving writes straight there with the right import settings: normal map or linear grayscale, sRGB off.
Save and load the whole groom, direction field and both layer stacks, or load an existing mask back in to keep editing it.
Exports drop onto the right lilToon slot on save, so the result shows up on the avatar immediately.
Defaults target lilToon fur, but every target property name is editable, so it works with other shaders too.
Put the Fur Outfit Occluder on an outfit root and press Bake. It finds the meshes itself, writes its own maps and its own material copy, and leaves the groom underneath untouched, so every outfit can be re-baked on its own.
Editor-only. Nothing ships with your avatar: no scripts, no components, no performance rank hit.
Click Add to VCC, or paste https://ToffelsKater.github.io/fur-grooming-tool/index.json into Settings ▸ Packages ▸ Add Repository. Then add the package to your avatar project.
Open Tools ▸ Fur Grooming Tool. The UV layout is generated for you as the paint background. Point it at your lilToon material.
Paint flow, length and alpha. Hit save and the maps export and attach to the material.
com.furgrooming.tool
Paint fur direction, length, and presence over a UV layout and export liltoon-ready normal/length/alpha textures. A component on an outfit root grooms the fur out from under that outfit and swaps the result in with its toggle, and a panel bakes a fur material per outfit to swap in with VRC-Fury. Editor-only.
Not using the Creator Companion? Grab the .unitypackage from GitHub releases, or get it on Gumroad, where you pay what you want, including nothing.
The button opens the VRChat Creator Companion, so it has to be installed. You can also add the listing by hand: copy the listing URL, then in the VCC open Settings ▸ Packages ▸ Add Repository and paste it.
Yes. The defaults target lilToon's fur slots (_FurVectorTex, _FurLengthMask, _FurMask) plus the standard _BumpMap, but every target property name is editable.
The same bool your outfit toggle already uses. The component lists the bools your FX controller has so you can pick one, and adds the parameter if it isn't there yet. The swap layer is named after the fur mesh, so several outfits share one layer with a state each.
No. It's editor-only and does nothing at runtime. A bake leaves behind two animator states and a material swap, the same thing you would key by hand in the animation window.
No. It's an editor-only tool: it generates textures and then gets out of the way. No runtime scripts or components ship with your avatar.
No. Assign your mesh and the tool renders its UV wireframe as the paint background.
Unity 2019.4 or newer, and a mesh with a UV map. Install it through the Creator Companion, or import the .unitypackage from the GitHub releases.
There isn't one. Use it on personal and commercial avatars. If it saves you an afternoon, a tip on Gumroad is welcome but never required.
Didn't open? “Add to VCC” needs the VRChat Creator Companion installed. You can also add the listing by hand under Settings ▸ Packages ▸ Add Repository.