Fur that survives a change of scale

Charlie's fur is giving me trouble. I can paint it in the prefab and like what I see, then go into play and get a different impression of how thick it is.

Production fur control map from Charlie’s examination assets.

In Workshop I painted the fur control map on the examination variant. The prefab inherited its size from AnimalView, which affected the fur-to-body ratio I saw in the game.

We added a multiplier to the instance so the shared material settings stayed live. I compared the result with Prefab Mode and saw enough parity to accept that checkpoint.

Lighting, a second animal and nonuniform scaling remained open. The test I had was a useful visual comparison under the conditions of Charlie’s exam.

This is a good example of what I want from AI-assisted engineering now. A visual discrepancy I can point to becomes something I can tune and judge in my own workflow.

Blender sculpt study. The Unity groom checkpoint is documented separately.

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From painting influence to fitting a rig

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A closer look at Charlie