hi floppystack! really impressive work here on hard stuck! I'm a hobbyist 3d artist and have dabbled a bit with unity but wanna start working with godot. I like your approach to character design I think you've struck a really nice balance of detail vs economic and efficient models, but I was wondering how you might approach fur if you were to take it a step further? Have you any interest in pushing hard stuck on that front in the future or do you think higher fidelity fur would break the visual cohesion of the game? As I understand a lot of times fur is done in the game engine, I was curious if you've found godot has any tools for this?
I've been trying to find an approach to fur that would fit a style similar to hard stuck for quite sometime and its been kinda tough finding a satisfying solution.