The ability to use custom heads would definitely be nice. I can't wait to be able to work on some sergals:
I suppose we'd have to define the eyeball and bone positions in some way? Would that also allow us to have multi-boned neck for long-necked ch…
I was meaning to ask about the max resolutions. I reckon the sheath is 512x512 as well? That would mean that I can pack hands, feet and optionally sheath onto a single packed spot with no loss in image quality.
I found a way to paint character models in Mixer - by packing all model's UVs next to each other into the square space. You can then work on your model freely, with increased file resolution, and then split up the exported images into ones acceptabl…
It's exactly my goal to create a metal smoothness map for PBR layer. Trying to merge those in gimp creates way too many artifacts. I'll have to stick to texture mask for separate metal and smoothness.
Mari is so awful. Just yesterday, when trying …
@odes Sorry, what I meant to say is that I cannot export metal-smoothness to a file for use in YL2. The node-based solution in Mari only works with default grey-colored base layer, which prevents me from getting full color range. Changing the base c…
Gah, I give up. I can't get neither blender nor Mari to create a MetalSmoothness map. After 3 days of fiddling around with Mari's channels and nodes, I've only managed to get a half-working solution, and baking in blender is as random as ever.
Googl…
@Brownmane Shifting UVs is a one-minute deal.
Start by creating a generic project in blender, delete the starting cube, and importing your character with default settings. Split the screen, preferably horizontally, to make space for UV workspace, …
Kind of a false alarm - the reason for faulty model load is the good ol' localized floats conversion - exported character file has commas instead of periods, and Mari just doesn't know what to do with that. The UVs still need to be separated beforeh…
So you mean you don't have this happening to you?
Mari offers a free non-commercial license, but it's really fussy about importing YL2 models. I have to import/export through blender, or else all I get is an 'could not create entity' error. Addition…
@odes have you tried using Mixer? Other than a few visual glitches and confusing color picker for B/W values, painting masks just straight up does not work. There's no way to work directly with UVs, or editing in 2D, which was very useful in SubPain…
The most basic way to create a character, without any external resources, is utilizing masks. In the arsenal, you have radial gradient (a sphere), capsule (two spheres connected together) and linear (a flat surface splitting the space in two). Those…
@odes would it be possible to implement shaft's length distribution for heads?
For some reason I imagined the heads having CurveX slider and I can't stop laughing about an erect muzzle.
The issue does exist in the new year's release. Female canine template, with freshly made textures in Sub Painter, and a NormalOcclusion layer with at least one normal map set, and trying to load another character causes same problem.
Log: https://p…
Issue happens in both versions. I'll try creating a character from scratch in the older build and see if I can reproduce it, as both of the characters I've provided have already been overwritten using the newest build.
Are there any plans on letting people import custom heads and/or other body parts?
I assume those would require to be processed through the batch tools to be usable in the game?
I'll have to stick with blender's decimation modifier - this tool does not retain enough details of original model to make it usable.
Thanks you about the information about retopology, I'll definitely look it up.
Eh, sure. I've added it to the google drive folder. It's largely unfinished - what you see in screenshots is all there is.
I'm waiting for character loading fixes, so I don't have to reset everything, and not get greeted by an eldritch monster every…