I will be skipping normal maps (Even though I have them all made…) as they don’t play nice with the shaders I’ll use, as seen on the last image.
Other than that, as per usual the outfit will stay Patreon only for now.
(Ps, the weights on the skirt at the front ‘could’ use some work, but enough is enough.)
2022-01-09 10:18:45 +0000 UTC
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Textures are done,everything is coded in.
Normal maps and HD texture format left. Then the thumbs and setting the correct shaders, then, wedone
2022-01-08 11:38:37 +0000 UTC
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Soooo, new year, let’s hope the world won’t end till 2023 ehh?
But anyway, on to the important stuff xD
All uv’s are done. And the texture for the main outfit is also done.
Half states will only exist for the main outfit.
Sooo, textures and coding left.
Hopefully, it will be done by next week’s post...
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On an extra, which of the four versions you guys prefer?
1st- no shades, normal koi shades.
2nd- dark outfit shade on the back, the body seems self-illuminated.
3rd- lighter darker shadow on the back, body unchanged.
4th- body texture gets affected by lighting along with the outfit. (Makes it look less white though.)
2022-01-01 16:55:09 +0000 UTC
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And done. Back cape is half dynamic bones half normal. Top part of the outfit has dynamic bones on the small back cape and the two front hanging parts.
Weight painting in overall has been edited to reduce clipping in overall.
So next up, uv maps, textures, and finally half states.
2021-12-25 16:05:57 +0000 UTC
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That ungodly thing that is the back cape will be the toughest weight paint yet. The top half will follow the bones of the def skeleton normally, the lower half will be dynamic bones, which will need new bones. And to top it all off, they will 'still' need to be attached together.
The hat, circlets and ribbon will be accs. (I also need to fix the hand circles because they are freaking out when the hands move.)
Now, if the big cape comes out good (And does not take me a century to finish.) I'll also make the top, shorter cape the same way. Otherwise, normal bone weight as per usual.
Other than that, UV, textures, coding and we done.
(Also, since this is a costume, both it and Chastel will remain Patron only. )
2021-12-18 14:31:52 +0000 UTC
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Just the hat left, then skinning/weight paint, then textures.
2021-12-11 15:58:11 +0000 UTC
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So, hat, big shoulder mane and the weird levitating circlets left. Oh and the choker.
Then weight paint. And let me tell you. The cape, will be a pain to do, as it will need to be half normal weight and half dynamic (The dynamic part being with new bones that are 'not' attached to the bones that follow the top part....yea. Fun)
2021-12-04 14:08:36 +0000 UTC
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This time around I didn’t use any parts of the def body to make this. And on one hand, it makes the topology very easy to work with (Like making the folds on the sides on the small skirt cuts) .
On the other hand though, I got no idea how weight painting will react to it now that it has a completely different topology (At least as this will be the top, I can mask the body parts that will spaz out)...
(Ps, with the holiday season coming, my workload in my day job just quadrupled. I'll try to keep working as normal, but yea.)
2021-11-27 15:24:31 +0000 UTC
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And the glove mesh is done as well. The golden ring on both the legs and arms will be added as acc's. And maybe some minor smoothing on the top part of the hair tufts
2021-11-20 15:23:11 +0000 UTC
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So, here we are once again. Leg mesh is done (No weighs or unwraps)
Ps, I made the top of the hair tufts a bit more ‘round-ish’ because, well, they are hair tufts, they should be roundish. They looked more like leather strands or like some soft fabric in the original.
2021-11-13 14:57:18 +0000 UTC
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And next up is. Elemental Master Rita.
I couldn't find any half-decent images of the outfit, so here's an image of the in-game model...And now I want to play tov...
2021-11-07 17:10:02 +0000 UTC
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As with the last one, this will be a middle tier (5$+) and up . It will also be a two-part poll again.
First will be 'a new character' or 'costume for a character I already made'
The second will be a more detailed poll of the one that comes to pass.
Poll will be up in the upcoming week (Probably Monday if nothing gets fuged)
2021-10-31 15:05:31 +0000 UTC
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And with Chastel here, Rita goes free.
As per usual, any problems, do inform.
2021-10-30 13:00:37 +0000 UTC
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Yas. It's here.
After that, poll for what'll be next.
And As per usual, poll will be for middle-tier (5$) and up.
Oh, and the Tidal wave spammer will become free.
2021-10-30 12:42:37 +0000 UTC
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Decided to make use of the actual in-game hair shine feature this time around, which meant creating a new set of uvs for it.
That also means that the hair sadly can't be with the studio shader, which had more options for me to play with. But hey, moving hair shine. (Just need to make it match the actual hair shine and not this halo thing)
Other than that
Half states are done, top included. You just don't get to see it here . (As stated, the whole thing will be a mess. More precisely. the mesh and sections will be. Gloves = bottom. Boots= stocking. Stocking= boots. Top = Top
Oh, and some face sculpt changes to match the first concept image style better. (Though I'm still not making her cheeks as fat as the image's because i think it looks uglieh)
2021-10-26 20:00:03 +0000 UTC
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Uvs - done. No problems here.
Bace textures- half done. Bump maps left, some color corrections, and some basic flat shades.
(Also boots initial metal shin tests)
Face/eye textures, sculp - done?... As per the image posted, I ended up using two images together to make the face. Which, ended with her looking a bit...Uuuugh?
Body sculpt - somewhat done. Did the chest, that's about it. (Might need to be a bit smaller though.)
half states - nope
Soon tm.
we're gettin there peeps.
2021-10-23 12:49:38 +0000 UTC
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And evrything's ingame.
Micro editing on weight mostly done.
What's left is.
Half states.
Uv mapping
and texturing.
...And grounding the hair mesh for trying to be special and shading differently from everything else.
(On aside note, as gloves and boots don't have half states on studio, the item sections will be a mess. Gloves will be at stocking section, boots will be at bottom section, and stocking will be at boot section. Unless it's not possible to do so, as I have yet to try it.)
2021-10-16 11:27:13 +0000 UTC
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Basic coding done. This time all clothes (including boots/gloves) will have half states.
(With armor on or off)
Very rough weight paint is also done.
No accessory(Cape/shoulderpads) coding yet.
I’ll also be trying the masking feature (Hiding body parts when clothed) to skip some micro editing
(On a side note, I might skip the sword for now.)
2021-10-09 12:35:22 +0000 UTC
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Mesh-is-done. So now, it’s weight paint time.
And oh boy this one will be even worse than before. Because this time I’ll have some completely new, handmade bones to weigh.
Dynamic bones will be on the cape and ponytail.
On a side note, the outfit probably had a white undershirt which we can partly see on her neck. I won’t be making that shirt to avoid clipping hell. The white choker will be there, but won’t go lower than the upper part of the sternum
Oh, and I fixed the game. So yea, there’s that.
And a thank you to the latest person who didn’t bail on me at the month's end xD
2021-10-02 12:09:12 +0000 UTC
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Decided to go full retard on this.
And what I mean by that is, that I went and made the blastia as a fully detailed separate mesh...
(On a side note, I had to update my Koi. And it pretty much fudged the whole game. Here’s to hoping that I’ll fix it before we reach the weight painting part…)
2021-09-25 10:32:05 +0000 UTC
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Metal boots done, stocking under the armor also done.
God help me with the weight paint on this thing…
On a side note, I’ll try to add a metallic sheen to the metal parts after they’re in game, along with actual bump maps. So yea, yay for even more new stuff I never did before in koi…
2021-09-18 13:58:29 +0000 UTC
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Base of the main outfit is in place, the whole thing you see here will be in the top section, much like Rita’s main outfit. (Again, probably no dynamic bones on the skirt.)
The gloves will be the gauntlets and the parts under (I’ll check if these can be dual state. Otherwise I might add the parts under in the bra section.)
The boots will be on the shoe section
What is under the boots will be in stocking.
Cape will be an accessory (Either two sets of bones for each wing, or one set of bones for the whole thing.)
The only thing I have yet to figure out how I’ll add are the shoulderpads.
That being adding them as accs. (Easier to place, probably some clipping. Solid object)
Or as an item in the bottom section. (Easier to equip/remove, can have a half state of wearing only one pad, weight painting will be a pain because of the multiple bones and the fact that the things must not bend when the arm moves.)
2021-09-11 13:18:33 +0000 UTC
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And, the hair is done. Some changes done on the ponytail, these being wider sides, and less ‘spiky’ edges.
Made the front bang shorter and a bit fatter.
Also side bangs.
Some basic custom bones are also in.(no idea if they’ll work in game yet though.)
Next up, the main outfit, hopefully that one won’t be as much of a brain melt as this...
2021-09-04 12:57:09 +0000 UTC
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God this friggin ponytail is nightmare fuel. Having almost no form means I can’t outline the mesh, and following the flat surface outline on each side makes the hair end up, not nice...
So yea, this is what I’ve got, I might try to ‘fix’ it, but I’ve already spent way too much time of the damn thing
Also, dynamic bone testing v2. (On the attached video)
2021-08-28 12:36:17 +0000 UTC
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First mesh that I also used sculpting from point zero.
So, mesh of front hair, done. Next up, the rest of the head and the squid ponytail.
(God help the dynamic bones I’ll have to make later for this…)
Also her main outfit will have completely different weight paint compared to normal, as I’ll have to make the metal parts solid (So they don’t bend along with the rest of the body. And as I found, acc’s tend to not follow the mesh correctly...)
Yey, fun….
2021-08-21 12:27:37 +0000 UTC
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And so, next up, we have Chastel Aiheap from the TOV ova.
Now, while I know that she has an actual 3d model In the latest version of TOV, I'm still gonna be using the anime/drawn version for reference, as seen on the second image.
2021-08-14 12:02:12 +0000 UTC
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...Well, that went ‘well’....
And so, since the only thing I got from this was 1.300 free-byers and no new actual followers. Just type down in the comments, or in a private pm, which character each of you want.
The character can be any female from the game/Ova. (Mook, foe, side character, main character ect, ect.)
Eta is expected to be longer than before as I’ll now have to focus on some private commissions from another game (Imvu) as well.
2021-08-12 18:16:53 +0000 UTC
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First, as I mentioned before. ONLY MIDDLE TIER AND UP can take part.
(Tier rank won't matter between top and middle.)
So. There will be two actual polls.
The first poll, will be a wider choice.
Between making new costumes for characters I already made (Rita, Judith.)
Or making a new character. (Foe, mook, Ova characters etc ect. Females only)
The second poll will be based on the first choice
Which costume/character ect etc...
2021-08-07 15:07:19 +0000 UTC
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If you used the free version, make sure to delete it. They are incompatible and will give you an outdated mod error if you load em both.
Other than that, this version is the Patreon one that was out two months or so, no new gimmicks or updates in it. Other than, you know, being the full version.
2021-08-07 14:38:56 +0000 UTC
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And, I’m finally done. Zip is ready, half states done.
There’s still some minor clipping, especially in the half states, but sitting to fix every single thing would take way, and I mean WAY, too long.
Sooo, expect Rita's patreon version to pop up in a bit.
(On a side note, the upcoming poll will be for the middle tier (5 euros) and up.)
Oh and Judy's maid outfit will become free.
2021-08-07 14:24:37 +0000 UTC
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