XaiJu
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Got a bit sidetracked, sex scene update is almost ready.

There were a few things which took my time, a new Unreal engine version was released, there are several improvements which should lead to performance improvements, which is always nice.

Second there are improvements to the editor and C++ coding which should make development faster. (Also other things, but those two are the important ones.)

Epic has also made a locomotion system available for free which I took a quick look at and will evaluate over the weekend to figure out whether I can use it or at least take parts from it since my movement is still incomplete (some parts like turning in place because I haven't gotten around to making animations for it and other parts I haven't even implemented the logic yet, like proper jump and landing with animations). The system showcased looked pretty good to me and if I can get it working that's a big part I can write of my list.

I did some tweaking of the breast physics which should lead to more natural results when a woman is on her back or on the side.

The other thing I did which made me really happy, is this:

Basically on one image you can see a repeating pattern and on the other image there is no repetition visibly anymore. These tiling repeating patterns were making nice textures for large areas very difficult to create, I couldn't have any noticeable elements in them or else that repeating pattern would be always visible. With this I can make more interesting textures and I will need less iteration time on them.
I'm sampling the texture in a hexagonal pattern with 3 hexagons overlapping at every point, which are offset randomly and rotated for each hexagon and then blended with height information from the texture. (If you wonder "why hexagons?" because they are the shape with the least amount of overlap for blending, if I were to use rectangles instead I would need 4 of them to overlap to fill everything evenly leading to 4 texture samples which is more expensive.)
The idea is based on this: https://eheitzresearch.wordpress.com/738-2/ but implented differently to work with heightmaps and to support scale and rotation of the individual texture samples.


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