@Reilit
It does replace the previous mesh, but the UVs match as far as they can. UVs differ at the vagina/anus area though, so you may need to adjust custom authored textures there. Procedural masks are unaffected since they don't depend on UVs.
Funny you brought it up at this time as the anus is something we have been reworking just this week.
We are not happy with how it looks atm and it's being looked at. I can't promise we'll have something new implemented for this next release, but it…
Free
https://quixel.com/mixer
Paid
https://armorpaint.org
https://www.substance3d.com/products/substance-painter/
https://3dcoat.com
Note - you may need to separate exported mesh by material before you can paint it in any software. In blender, you…
I think the problem is that the sides of the flaps are too close to eachother, so the normal calculation gets confused. That, in turn, will mess up tessellation, as it depends on the normals.
A potential solution is to give the wings some thickness…
The idea is definitely to make the characters seem more alive than in Yiffalicious, so breathing and random movement will be implemented an improved on. You'll also be able to animate manually to add even more personality to your characters.
1. Whi…
Yes, I'm aware, but unfortunately I don't know what to do about it. I'm not sure exactly what's going on to cause it, but my hypothesis is that as you get closer to the mesh, there will be more pixels to fill with the shader, i.e. the fragment will …
Ah there you are craket, was wonedering if something happened to you! Though I did see you make a comment in the cloud so I knew you were alive at least, haha.
Some honorable mentions in there, thanks for making others aware of them.
The idea is i…
Yah, I think I'll just remake the screenshot function so it renders the scene "normally". Still, annoying that AO essentially breaks if you're targeting higher resolutions. It makes no sense that AO should look completely different in 720p vs 1440p.
Ah, this is indeed a bug, but not in the way you suggest.
The texture builder is always applied to the final shape of the character. When loading a preset however, the "old" texture was used. When you change a property, the texture builder updates.…
Sorry for possibly derailing this thread a bit, but got reply back from Unity regarding the AO bug, and it is as I feared - they consider it by design: