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odes

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odes
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  • @kroch Are you sure that's the latest build? We can't reproduce this issue in the newest build. We know there used to be problems with horse neck in previous build.
  • Thanks for making us aware of that. I'm forwarding this to dogson.
  • Not bad! I like her.
  • It's something we've been wanting to do, but lack of time ... I think we'll get to it eventually.
  • An exceptional piece as always. Good job! Nice creative use of the scale slider for the shaft.
  • Yikes. I think we can solve this through relief cuts. Not a final UV (we would still have to make it mirror etc), but just to show the idea: dogson isn't online right now but I've shared this discussion with him on chat. Ultimately, it's up to d…
  • I feel compelled to say again just how impressed I am by your fluff authoring. Always a pleasure to see. The cat is absolutely gorgeous.
  • The way that YL2 is designed we can just keep on adding more and more content, so a feline shaft is bound to make it in there at some point. Make sure to raise this suggestion in the the suggestion systems we're implementing for YL2 cloud platform. …
  • That's essentially just a mask filled with color. I bet pre-made assets such as these will make it in at some point, but it's not a high priority. For now, it's better if users themselves author these textures. Although, authoring an external mask …
  • And regarding quality - the models are actually the same quality, but due to how the export works and due to UV islands, things are cut in a way that will cause ugly looking seams. Here's what you need to do (in Blender): https://gyazo.com/c7ece394…
  • Regarding texturing your imported model - does it have UVs? I.e. is in unwrapped? That's required for textures to work. Extracted models are always in T-pose right now. A pose-option could be added. We just haven't had the time. Parts are unfortuna…
  • I'm not sure what you mean. Builds of YL2 are available right now for our patrons.
  • Probably at least 1 year away. There's lots of systems we still need to implement before we'd feel comfortable sharing it publicly.
  • @Brownmane That's exactly right. Yeah, I suppose that would be the best thing. But my experience from these types of problems is that you're on your own. It's unlikely that we'd 1) find the person 2) get him to solve the problem. Doesn't hurt to t…
  • @Brownmane The problem isn't authoring (or generating) the desired target shape to use, but rather translating that shape into something that can be used with skinning. I.e., the shape being authored isn't the actual corrective shape key, but rath…
  • I think it goes w/o saying that there has to be limits for things to work with our future tech. Already, the things I'm seeing here make no sense physically and wouldn't work with for example penetration. There needs to be limits for that. @Brownma…
  • @Brownmane It's definitely something I have considered and am interested in. It's too early to say at this point though. It's something we'll have to explore once we get to it. For now we have the cloud and character creator to worry about.
  • That's a really cool and admirable endeavor. Thanks for sharing this. Just wanted to chime in and say that dialogues in YL2 is a top priority for us as far as interactions are concerned. We really want to make YL2 more like a visual novelling syste…
  • When it's complete.
  • Backfaces in real time rendering are culled. If you want to have backfaces rendered, you need to duplicate the faces and flip the normals. YL2 doesn't store its own OBJ files. They're stored in Unity's own internal format in the binary files and ca…
  • Adding to todo.
  • @Styl1sh I could implement an option where exported assets have had their UVs packed into an atlas (for 4k texture). Then, you could use something like this to unpack the textures you author from the atlas: https://github.com/lvcabral/PhaserSprite…
  • Yeah, balls/sheath is using 512. Shafts are using 1024.
  • Sure, that would work. It'll essentially be like an atlas. If I remember correctly, body uses 2048x2048, head 1024x1024 and hands/feet 512x512. So you could fit that within a 4k texture. Lots of manual labor though so not optimal, but when devs don…
  • This is already fixed for the next release.
  • You could also just manually combine channels in photoshop or gimp.
  • Well, there's two ways you could do this. Either you can use the PBR layer, which accepts multi-channel maps directly. Or you could import masks, use them with mask texture and a fill mask layer. You'd need two fill masks in that case (one for the m…
  • Well, metal-smoothness is something that's authored rather than baked, just like albedo. Usually it's just normal and ambient occlusion maps that are baked (optionally curvature and thickness among others can be baked as well). For example, for a m…
  • This bug has been fixed and the fix will be part of the next release. Thanks again for making us aware of it.
  • @LutherSlade Thanks for making us aware of that issue. I will investigate as soon as I can.