Project Feathers
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Development diary··1 min read

Added separate optimized owl and fox variants

The studio can compare the original creatures with lighter variants, including a revised fox gait and eye surfaces.

Project Feathers / Field recording

Portrait archive

I added separate optimized owl and fox variants so I can compare them with the originals in the Character Studio. The original creatures remain available.

The lighter owl reduces feather topology and down geometry. The optimized fox has revised eye surfaces and lids, chest skinning, signed paw paths and fixed-length knee solving for forward and reverse movement. A checker floor makes ground movement easier to judge, and the species keys cycle the original and optimized variants.

“I added separate optimized owl and fox variants so I can compare them with the originals in the Character Studio. The original creatures remain available.”

I also increased distant fur clusters at the same triangle cost and shared the coat atlas. The studio exposes geometry and distance metrics for those comparisons. The recorded local comparison reports substantially fewer character triangles; it does not establish a frame-rate gain throughout the full game. Some procedural foot sliding remains, and crowd and startup gains are unmeasured. This footage shows studio comparisons and grounded fox movement, with no flight-performance claim.