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.
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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…
@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…
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…
@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…
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…
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…
@Styl1sh
Yeah I tried it a little bit. I didn't have any problems with painting layers or painting masks, so not sure what's causing the problem you're experiencing.
I agree that Substance Painter is better, but I don't say no to free software.
Epic games is funding quixel, which has made it possible for them to reduce prices or even give away their things for free:
https://quixel.com/blog/2019/11/12/quixel-joins-forces-with-epic-games
Megascans (an asset library from quixel) is free to u…
That measure model behaving oddly has to do with tessellation. When close to the camera, tessellation will gradually kick in and smoothen out the mesh. This kind of tessellation is not suitable for meshes that are supposed to have hard edges though.…
Hi there.
Thanks for making us aware of these bugs.
The breast seam bug has been fixed.PartInstances now also work properly with gizmos and mirroring upon conversion.
I'm still not able to reproduce your alt-tabbing errors.
I was doing it in windowed mode, but I tried fullscreen just now and I can't seem to reproduce it unless I actually alter the texture during posing. :shrug:
Outside programs shouldn't be messing with the undo function. It's only when the applicatio…