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Repurposing Dragon Assets from Yiffilicious 1 Models for Public Use for FurryVNE (Permission Given)

edited December 2020 in Characters
With permission from @Dogson, may I take apart the dragons from the Yiffilicious 1 models, and create parts, textures, and assets that can be utilized for this FurryVNE, and make them public here?  Credit will be given to you.  I just like Illinir so much, I decided to take the parts from the pre-existing model during my time and make some more Dragon assets.  I love my Dragons/Scalies, as much as my Equines!  And Dragons have a lot of parts, and the more parts available for models in this community the better!  Here's some of the progress, so far.  Not fully done making those cut-out parts a seemless piece that fit with the form of the dragoness base, yet.  But, we're almost there.


  • DogsonDogson Administrator
    Yes for modding purposes in FurryVNE it's okay to salvage parts from our YL1, go ahead!
  • edited December 2020
    Then, the parts are coming.  Both from Illinir and Fraenir.  It'll be a nice passing of the batton from the old game to the new game!
  • that would be a brilliant suggestion to add or use all the characters from FurryNVE for YL1

  • edited December 2020
    @pocket84 ; I'd like to do assets for all, but I don't want to overkill.  Maybe down the line, I'll get around to it.  Right now, I'm focusing on the Dragons.  I do however want these parts to feel as authentic to FurryVNE parts, while retaining the original design of the Yiffalicious.
  • edited December 2020
    Sorry if it's taking so long!  I'm literally working on 1 job, building my animation portfolio on another job, creating the horse girl, and editing these parts.  I'm a bit full.  I should have the parts done by the end of the week, AT MAX...  I want to have them done tomorrow night.  The issue is the spine.  Sadly, there's just no way to make the spine a full piece on the scalie body, and make it posable.  Perhaps one day, but not today.  When that day comes, I'll update it.  BUT, I did fudge it a bit, to make a nice aesthetic appeal, while retaining to the original design.  There are 4 parts to the spine to make it posable.  I haven't fully tested them out to see if they look good, but I cut them out to fit each bone, so we'll see when I test them.  Plus, I'm sure these creators here can use them for different spots if they prefer.  The pieces that everyone will get are the horn, horn socket, 4 spine pieces, a full wing piece, wing, wing, wing front (IDK why it's a separate piece from the wing.  I'm sure there's a good reason, probably a texture map reason, but it's included.), A full wig, 10 separate parts of that wig, A full Tail, a separate spine of the tail, ear spine a separate end-point of tail, a nail, a claw, eyelashes, and the full spine piece (just because). They should be in a separate post, in an Illinir file.  The post will be update the same way Cracket updates in Cracket's model updates.  I want to have Illinir, Fraenir, and make my own custom dragon parts for the site.  So, let's see how it goes. 
  • So, uh, I ran into a bit of a snag.  I totally realized, in order for these objs. to be colored properly, I need to create a new UV map.  Uh, this might take a bit longer...  However,  I did test the spine parts, the most important ones, and they form with poses quite well, and with other body types.  This is a plus!
  • edited January 2021
    Sorry for the delay!  December was crunch-time on other stuff!  I'm back at it.  Every part is almost ready to go, except the wings.  The wings are the BIGGEST NIGHTMARE right now!  I don't know what's going on.  They look fine in Blender, but when transfer inton FurryVNE the flap parts collide and it looks bad!  I'm not sure what's wrong with them.  But, if I have to painstakingly recreate the flaps myself, to make them look like the original, I'll do it!
  • odesodes Administrator
    can you share a screenshot of the issue with the flaps?
  • Yes, will do!
  • edited January 2021
    First of all, screen shots of the progress on the parts...  Not too bad, eh?

    Okay, so here's the parts that were separated as is.  Apparently, the flaps are just planes, it looks like, and they do this bizarre effect, when imported to FurryVNE.  They don't do that in Blender.  Now, keep in mind, all I did was amputate the wing from the original Ilinir model.  The wing front piece and the wing itself came like this.

    Now, I decided to join the separated models together to make it a unified piece.  And I merged the verticies, went to "Mesh", "Normals", then "Recalculate Outside" AND "Reset Vectors".  Everything I can think of to make the vectors, edges, and faces go the right direction.  As you can see, it looks a bit janky, but no collisions on the meshes.

    I don't know how well you can tell, but I tried to take a picture from the inside to show as best I can, no collision...

    But, when imported into FurryVNE, this happens, like it's DRASTICALLY colliding through each other.  You can even see as if some of the seems are splitting apart, or some phantom mesh is slicing through them.

    Even other parts of the wings appear as if the mesh isn't even connected at all.

    But, that's not all; this is the wing from the first set of pictures, as is, before the meshes were joined.  As you can see, the meshes are having a similar effect there, too.  Like, it's not even attached at all.  And I went into blender, those parts are attached.

    Now, my theory is that since the flaps appear to have been planes connected to the main wing, and FurryVNE doesn't like planes, it's causing some issues.  But, I just don't know how to fix that.  If you'd like, I can send the 3 obj files to you.  The Wing Front Piece, the Wing Original Piece, and the Wing Unified Body piece (the one where I joined the meshes together).  If there's any way to save me the headache of remaking those flaps, please let me know!

  • I've got several models I'm working, I can wait a bit.  But, if nothing can be done, I'll just go and re-work them.
  • odesodes Administrator
    I think the problem is that the sides of the flaps are too close to eachother, so the normal calculation gets confused. That, in turn, will mess up tessellation, as it depends on the normals.

    A potential solution is to give the wings some thickness so multiple sides don't share the same vertex location.
  • I'll try that, but what about the original wing, where it looks like the seems are coming undone?  I will also note, that the spines on her back are also pretty close together too.  But, I'll try moving them away from each other some more.
  • edited January 2021
    Okay, I think we're almost done.
  • @odes ; You were right about the mesh being too close.  I was hoping not to mess with the original Dogson mesh and keep it as true as possible, but I had to thicken it out to make it work.  Now it's all done, and ready to go tonight.
  • odesodes Administrator
    Looking awesome @iDog !
  • Ty!  For those wanting the assets, I made a new comment that has the assets ready to download.  This shall be the asset dump for asset's I've repurposed from Dogson's and from my own creation.
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