Happy new year!Both 1440p and 144hz work fine for me. I'm on a MSI Geforce GTX 1080ti.If your GPU and screen support it you should be able to select the resolution from the configuration startup screen and you can set the target framerate to 144hz i…
I don't agree. Much like drawing fanart of peoples characters, it should be only done if they are comfortable with the idea and content the character is going to be used in. It's not a matter of getting along but of common decency and respect. No on…
@DrunkDragon Why not busy yourself with that then until YL2 is done?
No need to be pushy, especially if you're not even a Patron in the first place.
Work has been continuous and progress is being made and I'm sure you can understand why the devs pr…
Yeah I agree, YL2 has absolute priority. There are only two main developers Odes and Dogson and what you're asking for wouldn't work without involving them both.
The whole reason they decided to start from scratch is because every new system they w…
@zidders Thanks man, glad you like her! I unfortunately don't have a lot of time to do commissions.
Modeling of the base mesh was done by Dogson, he does commissions every once in a while but I think he might be too busy with Yiffalicious 2 at the m…
@Brownmane
Good job on the optimization, that horn is looking great! Yeah, normalmap baking can be a pain and subdivision can ramp up your polycount quickly. I guess it comes down to modeling your props efficiently, making sure you got the main for…
@Brownmane
Sorry but I'm having a hard time seeing how you could max out that polycount with just clothing if you do it correctly. Could you show some of your custom meshes so I can take a look at the topology?
Usually when making real-time 3d asse…
Honestly I think the limit is appropiate and realistically not a small budget for one character.Let's say you have a scene with multiple characters in the future and each of them has 200.000+ triangles with multiple shaders, high res textures and un…
@Brownmane
Thanks! This was mostly an experiment but I imagine it could be very useful down the line especially for scales or tight clothing.
@Loudstorm Thank you!
@kroch
Thank you! Yes the leatherbands are textures. I sculpted them in Mudbox right onto the mesh and generated a normalmap that was then combined with a mask in the creator as to not interfere with the original normalmaps of the model. The rings …
Heya, your texture needs to have dimensions dividable by 2 in other words it needs to be square. Most commonly used resolutions in games these days are 256x256 pixels, 512x512 pixels, 1024x1024 pixels or 2048x2048 pixels.
@odes I think this is related to the skinning problem you're already aware of. The tongue is rigged correctly to the head bone but the lower jaw is still influenced slightly by the neck bone which gives it the apperance of the tongue being out of pl…
@TauTeFox The texture builder is still dependent on the uv's of the part. Have you made sure the model is unwrapped correctly? I've experimented with imported parts myself and haven't had any issues.
I've noticed this as well but I think this is a Unity issue more than something the creator does explicitely. I'm getting the same problem playing other current Unity games like Hunt and Snare.
Usually my Nvidia 1080 ti runs at around 60°C under s…
I think I had a similiar problem when I mirrored a bangle that was attached to the right arm. You can easily fix it by basically duplicating the part and attach it to the other boob so it's it's own part instead of a mirrored instance.