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Brownmane

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Brownmane
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  • @odes It might be annoying for the user if they've configured jittered dithering and yet it seemingly doesn't work because author disabled it. I doubt that’ll be too much of a concern. The new dithering is the better option for most purposes, the …
  • @Craket I think this should be possible by creating textures and stuff to look digitally yourself.True enough, but the effect isn't quite the same. The old dithering scales by viewing distance while a texture will remain static. Which is probably m…
  • @odes The "boiling" you refer to is an unfortunate consequence of the tech, and there's no easy way to mitigate it. Would it be possible to enable toggling the old dithering on for individual parts? Besides being useful as a situational fix for the…
  • @odes Aye, that's much better. Good to know my eye for detail is good for something, because at times it just feels like a burden that slows me down, heh.
  • @odes In case you're thinking of updating some existing character, we're going to have character updating implemented for the next release. Nah, just uploading them in the first place. Part of the reason for me being so s…
  • So far it always goes red-ish, which to me assumes that it is assumed to be used on body parts and not so much objects.Would be nice to have control over that, for things like gemstones or characters made of something other than standard terrestrial…
  • @thirteeenth Sorry but I'm having a hard time seeing how you could max out that polycount with just clothing if you do it correctly.By "do it correctly," I'm guessing you mean making a low-poly mesh, sculpting a copy of it further and then baking t…
  • @thirteeenth Honestly I think the limit is appropiate and realistically not a small budget for one character.It's certainly enough to get away with a nude character plus a few props, but what about when we do get the skinned clothing? Those are goi…
  • @Static_snowflake Maybe I can spice them up with imported 3D objects.That's what most of us have been doing thus far, yours truly included. Just keep in mind that deformations can play unexpected tricks on you, so keep the meshes in areas with mini…
  • @odes Oh yeah, you mentioned that in one update. Would definitely be interested in a more detailed telling of the story at some future point, could be some interesting insights to glean from it in regards to handling normies getting too nosy for th…
  • @odes These restrictions will be revised for a future update. Good, because what you've got now sounds a bit too restrictive to me. What if I want a shot from the back to create an air of mystery or, say, show off wings? What…
  • @Static_snowflake Is it possible to create custom clothing for characters?Yes, but there's currently no way to make the clothing mesh move in-game, so if you move the character's limbs around, the cloth won't follow, limiting you to one specific po…
  • @odes That might be a bit too subtle if you ask me. Still, even if it's just going to be a simple, non-vocal tone, it would be a good idea to let the user shift the pitch around as needed for variety. Even that would help characterize each separate…
  • I've been wondering about something related to this; any plans on simulating speech? Doesn't have to be Microsoft Sam (though that would be a nice option for comical purposes, too), something more akin to this little thing I found while poking aroun…
  • Tagging sex automatically by genitals might be possibleI'd caution against this. YL1 did so, but I suspect the system wasn't designed around the assumption that people would come up with various workarounds to create interactions that defy the categ…
  • Ooh, she's pretty and a nice nod to a somewhat forgotten classic. Damn fine work. One minor nitpick, though; the transition from fur to flesh at her crotch seems a little abrupt to me, consider smoothing it out a bit more. I sculpted them in Mudbox …
    in Horsegirl Comment by Brownmane May 2020
  • @ElloMyJello I'd say the results are well worth the effort you put in. Congratulations. I think the devs have said in the past that they're open to the idea of YL2-made characters being used as VRchat avatars, but I could be remembering wrong, as…
  • @ElloMyJello Will we perhaps be seeing more pre-made hairstyles like the Bunny's added in future updates to make our lives a little bit easier ?I'm guessing this will be one of the things the community can pitch in on extensively. Creating meshes…
  • You need to upload an image to the internet before you link it. There's many sites that allow you to do that for free and without registration, Imgur being the most common choice. However, I wouldn't personally recommend it, as they've got an age-ga…
  • @Styl1sh do you mean it as a mane - hair growing along the neck and back, or as just flowing long hair?I guess as a mane, though you'd have to do long hair similarly if you don't want it sticking out at wild angles or clipping into the character wh…
  • @Styl1sh Can't find any pictures or videos of what I mean, and I'm a bit busy so I can't manufacture such myself at the moment, so you'll have to make do with a textual description for now. Modular as in constructed from many smaller parts, rathe…
  • @Styl1sh Well shit, never noticed that about the bunny hair or the texture options. Thank you, this should help with planning things out. Hmm, this does also raise the interesting question of whether one could use the hair material to jury-rig uni…
  • @Styl1sh By dissecting and examining the provided bunny hairHang on a minute, there's a way to extract the base game parts assets? I could use that ability at the moment, I'd like to make a rather elaborate piece of jewelry for the cow horns, but t…
  • I fear I may have tried to do too much all at once, without fully absorbing the lessons before moving on.I know that feel. It might be boring and take a while, especially when you're chomping at the bit to get going with a project, but it pays divid…
  • Much better, but still looking a little blurry and stretched. Did you try the stencil painting shown in Blender 2.8 Beginner Tutorial - Part 7: Texture Painting? You can paint isolated portions of the model with it, projecting the image onto the mod…
  • @Craket Thank you kindly for the glowing praise, heh. The "clothes" are indeed just textures, with the buckles and the bits of latex they connect to being 3D to better sell the illusion. I was thinking of what I could try to push the limits, and re…
  • @odes Ah, I see. Now that I remember better, your idea was to let users author the shape they want and then run the algorithm, correct? But, the algorithm can't handle bone scaling. I can see why that would be an issue. I'm guessing your best bet i…
  • @odes Limits for penetration are fine, a lot of hyper involves just showing off the genitals, not so much interacting with them, from what I can tell through my limited experience with the subject. So, being able to make things huge should still be…
  • Some pretty hyper dicks are possible already by cranking the length and thickness distribution curves to eleven: Even better if you reduce body scale to 0.5, though that'd obviously necessitate some trickery to make it actually viable in a scene: …
  • Added Ameliée Reliure, who is based on a character concept I’ve had knockin' around my noggin for a while. Figured her BDSM gear would make for an interesting challenge, though I underestimated just how much of a challenge it would be; what was supp…