Here some closeup screenshot of the fur collars on main characters. Using 4k high-res capture.
For more details, I have given a talk at Siggraph 2016.
http://advances.realtimerendering.com/s2016/
My note is at the bottom of the page.
Using traditional “shell” technique, which widely used for game's fur. Coded in different color tones for fur in directed lights and ambient lights. Added light wrap to make sure the look of the fur feel 3 dimensional and has a volume and self-shadows.
Models of the characters showing in the post are done by talent Character team.
Frank Tzeng worked on Sully, Colin Thomas worked on Sam.