I think I’m finished with the lewd model of Mercy’s Pink skin. It took me a few iterations and I started over at one point, but I think this works fine.
I still have to update the clothed version with some of my changes and then rig the whole thing.
The biggest problem was the transparent part. I wanted it to have thickness, in case I ever wanted to move it to the side. But this meant the skin had a real chance of clipping through the back side, resulting in some nasty looking artifacts. Making sure that this never happens, especially in an animation, would be really tricky, since the skin and the top don’t share the same polygon layout and therefore won’t deform in exactly the same way. Giving the skin and top a bigger clearance made the plastic look way too thick and other workarounds like backface culling didn’t work either.
The solution I’m going with right now is to limit the refraction bounces on the top to just one bounce. That will correctly prevent the back side from being rendered, so even if the skin clips through, it won’t show. This has some drawbacks too, but I don’t think they matter much.
I also had to retrace some maps because they looked way too pixelated. And I had to overhaul my hair material for this one.
Kubus-Sc7
2018-05-16 04:41:43 +0000 UTCTheDirtyMonkey
2018-05-15 20:41:15 +0000 UTCThe Dagda
2018-05-15 20:29:57 +0000 UTC