Model & UV Updates
A big hurdle with the x-ray mechanics is trying to predict the best way to have the bits setup in game without causing a strange effect. I feel like my current idea is a solid lead which took some time to consider. (I may be talking alien here today, so feel free to skip to the tl;dr near the end)
The main focus this month was the mouth and edge seam roll over from the lips.
- I stitched over the mesh for the gums along with the UV to match an existing texture without causing artefacts
- I reworked the UV's for the inner walls of the main x-ray bits (mouth, 'belly tank')
- Precise modelling for behind the lips so that when they're applied to the new rig, they can roll more freely without showing off the terrible old UV seam. (This stage made me realise I need an individual mouth for the x-ray model, and the other main one I already had needs to be reworked & sculpted to show a better inside mouth model for BJ's and such)
When doing this bit I realised that just a simple inner wall would not look that appealing, so it needed some 'thickness' which could stretch with penetration. The biggest problem for having a thick wall is that I couldn't model millions of bumps along the mesh or it would cause some serious performance issues, it also needs to be visible from all 3 dimensions and blend seamlessly while the player moves the camera in game.
This may be complicated but I will try to explain; A cylinder in 3D has two sides, where in most cases only 1 side is affected by lighting (If two-sided lighting is toggled on, the same texture is visible on the outside). How the shader will work is to cancel out the side not affected by the lighting (outside of the cylinder), leaving the inside (inside of the cylinder) visible and giving an x-ray effect.
However this same feature applies when trying to create thick walls. In theory, even if I made an all around thick cylinder, there would be the problem of an invisible bit within the confines of the two cylinders.
Sooo to work around this, I plan to create a rigged secondary interior wall. It will essentially be a half-way cut-off which always faces the camera. Each joint will act like a chain, where each individual joint will be constrained to point to the camera. (*Image showing cylinder with invisible wall on the left, and workaround on the right). This process will also be done on the procedural chain & hair rig used to make the bumpy walls in the last update, so it can be placed accordingly over and along the interior, and hopefully allowing me to salvage some positions for joints!
With this in mind, I thought it would be a real shame to have a generic rounded secondary wall for the vagina, as the hottest x-ray's usually have that lumpy bumpy thing going on. So I'm going to create another unique procedural which can face the camera, just like the other planned secondary. But for the vagina secondary to look sexy enough, the bumps should be able to slide up and down (not necessary in the other secondary walls). So it will simply need some additional blendshapes/joints to make that happen
tl;dr - new points
1. Primary interior with bubbly walls & smooth (done)
2. Background mesh (done)
3. Secondary procedural Flagella exterior for pussy
4. Secondary procedural Bubbly exterior for anal & oral
5. Blending secondary start/finish
6. Vagina Womb exterior & kissy part full surround
7. Rig twist & vaginal double sliding
IRL Update - (Venting)
If some of you remember, I mentioned that I would be getting less days at my irl job. Well I pretty much had 5 days free this month, and they have me doing covers again...Honestly it sometimes feel like I'll never have time to do this and wish I could just do this much faster. Not to be that one artist that groans about problems, but life ain't easy atm either.
Negative things out of the way though, this easter holiday I have a few days free. It's at an awkward time where I finally have time but have to post this update before getting any work done