XaiJu
yiffalicious

yiffalicious

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yiffalicious posts

Quick question

I've finished implementing the things I wanted for this month and will begin working on a short promotional video demonstrating the new features that I'll share publicly on Twitter and FurAffinity. But regarding the detailed walkthrough, would you guys like a text + animated pictures as usual or a longer video? They both take about the same amount of time to make so figured I'd ask what you'd prefer.

- odes

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New build

Notice to patrons. There was a small bug in last release which is now fixed:

* Fixed an issue where app could soft lock when loading a character if the previous character was using a fur mask from texture asset.

Download from the download page:

https://furryvne.com/download/patreon

All the best.

- odes

View Post

FurryVNE - Release notes 2022-02-23

Hi all!

We're proud to present yet another content build of FurryVNE. For this release we have implemented parts and templates for eagle. There are also multiple bug fixes.

>>> CLICK HERE TO READ THE RELEASE NOTES <<< 

You can find the download here:

>>> CLICK HERE TO DOWNLOAD <<< (<--- for patrons.)

As before, we would like to point out that this is a pure content build. The work we showed off on physical IK is still a work in progress and will be released along with the new interaction systems later this year.

Thanks to all of our patrons for supporting the project. It is your support that makes all this possible. We cannot stress enough how important it is to us and how grateful we are to have you as our patrons! Thank you all, so very much!

We hope you will enjoy this build!

All the best.

- FurryVNE Team

View Post

FurryVNE - Build 2022-02-23

Hi all!

As always, you can find the build at our download page:

>> CLICK HERE TO DOWNLOAD <<<

Download instructions

The app comes in a self-extracting archive. You can either run the exe to let it extract itself, or extract it with 7-zip if that makes you feel better.

Windows doesn't seem to like unknown EXEs, so it may block you from running the self-extractor. To unblock it, simply follow these instructions:

Release notes

>>> CLICK HERE TO READ THE RELEASE NOTES <<< 

We hope you all have a nice day!

All the best.

- FurryVNE Team

View Post

Eagle Templates Preview

A quick preview of the female and male eagle template, with bird feet added too

View Post

Small update

Hi all!

Been a while since I posted something so thought I'd share some info.

A new content (+bug fix) build will most likely be published later in the week.

I'm also getting close to sharing what I've been working on this past month in regards to animation and physics. Very excited about this work. While the in-depth text about it will be for patrons only, I will be publishing a summary/trailer video demonstrating the new features on my twitter and furaffinity so be sure to follow those so you wont miss it!

Hopefully arrives later in the week.

All the best.

- odes

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First Bird Head - Eagle Head.

Hello, Dogson here with a bird head I finaly feel confident of showing off to you, a eagle head.

I need to confess that this pretty much owned me for some time as I tried to nail the design but felt defeated and dissapointed for quite a while, but I feel that we're almost there now.

Next step is a template of both male and female eagles and we should have a content release for next week, knock on wood.

There's more bird head design I wish to explore and will still be doing more bird heads for the comming months.

- Dogson

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Interaction preparations - Memory & load optimization

A major concern I've had for quite some time is regarding the size the characters occupy in VRAM (memory on GPU). The great majority of this space is occupied by textures.

In order to draw on textures using the GPU (the coloration system in FurryVNE), we're using something called a "render texture". While being versatile and allowing to draw into them, these are raw, uncompressed data, taking up vast amounts of space. For simple characters, it's not that big of a deal, but for more complex ones having lots of parts and multiple layers of clothing, the memory can grow significantly (up to gigabytes). When only having a single character on screen, it's fine I suppose, but if you're going to have multiple at the same time, the memory usage would simply be unacceptable. Just having 8 of these in a scene would essentially exhaust the memory of many high-end systems. This is not ideal.

Unity (the game engine we're using) does offer some functions for compressing textures to reduce their size, but my experience with them has been underwhelming. I'm not sure why, but even when using the highest quality settings for the compressing, the resulting textures look horrible.

Here's an example of what a normal map looks like when using the built-in compressing functions in Unity:

(Comparison of raw vs compressed data. The texture compression systems in Unity produce horrific results.)

This led us to spending time looking into alternatives. Luckily, we found a free, standalone CLI application that is able to compress textures and retain high quality. The biggest challenge was to prepare raw data from Unity to work with this system, but we managed to get it working. So now we have designed a system that exports the prepared data and compresses it using this third-party CLI application, and then reads it back in again. It works great and the results are much better:

(Comparison of raw vs compressed. The image is actually animating. The results are very similar uncompressed but takes much less size in memory.)

Load optimization

The time it takes to load characters is another concern I've had for a while. Because if you're going to load an interaction with 8 characters in it, and each one takes 8 seconds to load on average, that would be roughly 1 min of waiting. Not ideal!

So once we had this texture compression system in place, we were wondering how much we could speed up character load times by simply directly loading final results rather then generating them. Not only loading final textures directly, but also other parts, such as loading clothing and its final skinning data rather than doing heavy calculations on it.

One of the big challenges with this, we noticed, was finding a nice balance between data generation and data loading. Because as it turns out, some data is actually faster to generate than load (characters in FurryVNE consists of vast amounts of data). Through intense benchmarking, we have been experimenting with making system by system serializable, and cutting them away from generation (and rather load them directly instead through the serialized final data). We believe we have found a somewhat OK balance between generation and data loading.

While there (hopefully) is room for more improvements, we decided to load a few characters using our WIP fast load system and compare the results. You can see them below.

Peppy by Blacky

https://gyazo.com/5b9c99df6756c90980011b0d0ee7c261

Time - 37% (2.7x improvement)

VRAM - 30% (3.3x improvement)

Ankha by joni2k

https://gyazo.com/26521b7945bf11bb446418eed4338ce7

Time - 38% (2.6x improvement)

VRAM - 37% (2.7x improvement)

Maya by Dogson

https://gyazo.com/1be00005b53208b446e14a6490dc66ce

Time - 44% (2.27x improvement)

VRAM - 38% (2.6x improvement)

Krystal by Blacky based on work of kittysasha

https://gyazo.com/b192d61040cf8d96d5b7d9345ac9f242

Time - 22% (4.55x improvement)

VRAM - 30% (3.3x improvement)

----

It seems like the more complicated the character is, the bigger the time gains are. I reckon on slower systems than mine, the difference may even be bigger (as generation would take longer).

Future challenges

While characters are faster to load this way, actually compressing the textures and storing them in the fast load format takes a significant amount of time (something like 30s). Obviously, having to wait 8s for character load and then an additional 30s for compressing the character (FOR EACH ONE) is totally unacceptable user experience. Therefore, the way I'm thinking is making a server that compresses characters automatically as they're uploaded. Then, when somebody wants to use a character in an interaction, it will load the fast load version of the character which is not only faster to load but also uses far less memory.

There are some concerns how exactly that is going to work, though, as a fairly powerful system (in server terms) is required to set something like that up. I've been looking into cloud providers that have the required specs to run FurryVNE and generate the fast load data, and it would be very expensive to run. So expensive, in fact, that it would be cheaper to simply buy your own new computer solely for the purpose of being this server. So the way I'm feeling about this right now is either setup my existing laptop as this server, or simply build some server and have it co-located in some datacenter. We'll see what happens!

Also, another concern is the load time. While significantly less than generation, it still isn't quite as fast as I would hope. Around 2.5s times 8 characters is still 20s. Having to wait 20s for loading an interaction (not including environment load!) is still not a good experience for user.

Furthermore, so far I've only tested this on my own system, and it's a fairly powerful system with nVME SSD. Perhaps the gains would not be as good on slower systems. Needless to say, more time testing this would be optimal, but time is one of those things we don't have a lot of if we're supposed to get interactions out this year!

Summary

We've implemented texture compression into FurryVNE, making characters take far less space in VRAM than before. We've also created a system that instead of generating characters just loads them directly, which speeds up load times significantly.

There are some concerns how to best integrate these things to make the best user experience.

All the best.

- odes

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Last chance - input for interactions

The longer a project is into its development, the more rigid it becomes. At some point, the only way to make big changes would be to start a new project.

With the interaction systems, we have been developing generic technologies that we will employ in it, such as our custom made physics engine. But as for the interaction systems themselves and how the actual editor will operate, things are still in state of fluidity.

It dawned on me - perhaps now is the last time for significant input. Because as time goes on, things will only get more rigid. That's why I will ask these questions one last time.

-----

Questions

  • If the editor could be anything you like, what would it be?
  • If you imagined it being your dreams come true, what features would it have?
  • What would the interface look like, and how would you interact with it?

Be as specific as you can. Really think through the whole process - presentation, interaction, reaction, as if you were the app maker and had the power to make it all come true.

-----

I want to point out that any suggestions to us are just that - suggestions. A suggestion is not a guarantee it will be implemented. But I can promise I will read through all genuine feedback. Even the slightest configuration of words can have profound impact in the long run.

All the best.

- odes

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Canine Digitigrade 3 Alpha Map

Hello, Dogson here to share a alpha map made for the pads in mind for the new Canine Digitigrade 3.

As we work on interactions we don't have much time for any other new implements of maps for parts as off yet, so this will be a temporary solution so far that we share specific alpha maps.

https://www.dropbox.com/s/arggwtzriz54apq/CanineDigitigradeMask.png?dl=0

- Dogson

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FurryVNE - Release notes 2022-01-14

Hi all!

We're proud to present yet another content build of FurryVNE. For this release we have implemented parts and templates for hyena, as well as major rework of fur/appendage coverage function for clothing.

>>> CLICK HERE TO READ THE RELEASE NOTES <<< 

You can find the download here:

>>> CLICK HERE TO DOWNLOAD <<< (<--- for patrons.)

As before, we would like to point out that this is a pure content build. The work we showed off on physical IK is still a work in progress and will be released along with the new interaction systems later this year.

Thanks to all of our patrons for supporting the project. It is your support that makes all this possible. We cannot stress enough how important it is to us and how grateful we are to have you as our patrons! Thank you all, so very much!

We hope you will enjoy this build!

All the best.

- FurryVNE Team

View Post

FurryVNE - Build 2022-01-14

Hi all!

As always, you can find the build at our download page:

>> CLICK HERE TO DOWNLOAD <<<

Download instructions

The app comes in a self-extracting archive. You can either run the exe to let it extract itself, or extract it with 7-zip if that makes you feel better.

Windows doesn't seem to like unknown EXEs, so it may block you from running the self-extractor. To unblock it, simply follow these instructions:

Release notes

>>> CLICK HERE TO READ THE RELEASE NOTES <<< 

We hope you all have a nice day!

All the best.

- FurryVNE Team

View Post

Hyena Female Template

Hello, Dogson here with a wip of the template for Female Hyena

We're getting ready soon for content release but I will have to ask for some extra days to tighten things up even more before we can do that, so perhaps around thursday-friday or the weekend at most.

- Dogson

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Fur & appendage improvements + question

The amazing work of Blacky has made me aware of several shortcomings in the implementation of fur map baking and appendage covering.

What is fur map baking?

In order to prevent fur from sticking out of clothing, we offer the option to bake something we call a "fur map" or "cover map". It's simply a map that represents where and how much to cut off fur so it doesn't stick out of clothing.

This setting can be reached in the clothing options:

Our previous implementation didn't quite work properly though, so fur could still stick out in places:

(Fur sticking out of clothing. This is problematic.)

Now we have refined our implementation so it should cover a wider range of scenarios:


Appendage covering

Appendages can also be configured to be covered by clothing. We have this setting for it:

Our previous implementation used the fur map for deciding whether or not to hide appendages. However, that came with limitations, namely:

1. Fur map would only be present if you had fur enabled.

Technically you could still do it by enabling fur but making it short everywhere, but that would waste performance and furthermore it would also disable tessellation.

2. If appendages and fur pointed in different directions, it wouldn't be considered.

The fur map was based off the directions of the fur, so even if appendages pointed in another direction and wouldn't be hidden by clothing, they could still be hidden since the fur was hidden.

We have now created a new implementation where appendage covering is completely separate from fur covering. You don't need fur to be present, and directions will always be based off the appendages themselves rather than the fur map.

Here you can see before and after screenshots regarding appendages.

Before:

After:

These improvements are currently only implemented in the future interactions build. I could spend a few days backporting it into the old build. It would delay the upcoming build and the interactions build a bit, but you would get access to these improvements sooner.

Would you guys like that?

All the best.

- odes

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Canine Digitigrade 3 in app

A better view of the beans.

- Dogson

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New Part: Canine Digitigrade 3

Hello, Dogson here trying to catch up with things after my recovery from the flu.

I've decided to throw in some extra parts with the pending Hyena content release with a new part that is canine digitigrade 3 - This foot will have dedicated foot pad and toe beans modeled directly in to the mesh 


"But don't we already have a canine digitigrade where we can dot out seperate beans and pads, what's the point of this?"
Yes, that is true, we've also recieved complaints from users that find the seperate parts for the foot to be finicky and frustrating to get right or to make it look good, so we wanted to create an option where that is already taken care of for them. Also more options can never really hurt!

-Dogson 

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Hyena Preview And Content Build Update

Hello, Dogson here to say that this month has been quite troublesome for me as it is the holidays and I am currently recovering from a case of the flu. Was first tested postive for covid but it later changed false positive and it was downgraded to common seasonal flu - no idea how that works since the healthcare here in Sweden seems to be in a disarray for the moment. 

With that said we regretably will need to push back the content build for you guys for about a week or 1 ½ week but hopefully earlier, sorry for the inconvenience.

There is no chance that we could release the hyena content in a functional state and with acceptable looking templates right now, we're sorry.

"Will this mean we will get the bird head in February instead?"

No, the bird head is still scheduled for end of January release as of now.

Other then that we also hope that you all have had a wonderful holiday with you and yours and a happy new year, let's continue the march towards interactions!

- Dogson


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FurryVNE - Build 2021-12-18

Hi all!

Apparently not all fixes got included in last build, so making a new one.

As always, you can find the build at our download page:

>> CLICK HERE TO DOWNLOAD <<<

Download instructions

The app comes in a self-extracting archive. You can either run the exe to let it extract itself, or extract it with 7-zip if that makes you feel better.

Windows doesn't seem to like unknown EXEs, so it may block you from running the self-extractor. To unblock it, simply follow these instructions:

Release notes

>>> CLICK HERE TO READ THE RELEASE NOTES <<< 

We hope you all have a nice day!

All the best.

- FurryVNE Team

View Post

FurryVNE - Build 2021-12-16

Hi all!

A patch build fixing some issues.

As always, you can find the build at our download page:

>> CLICK HERE TO DOWNLOAD <<<

Download instructions

The app comes in a self-extracting archive. You can either run the exe to let it extract itself, or extract it with 7-zip if that makes you feel better.

Windows doesn't seem to like unknown EXEs, so it may block you from running the self-extractor. To unblock it, simply follow these instructions:

Release notes

>>> CLICK HERE TO READ THE RELEASE NOTES <<<

We hope you all have a nice day!

All the best.

- FurryVNE Team

View Post

Animation/interactions progress part 2

Hi all!

Work on the new interaction and animation systems continues, and this past month we've been very busy working on simulation of shafts as well as a new LookIK system. Built using our new custom made physics framework, we have managed to create something we believe to be the most advanced shaft simulation system in any real time application (at least to the best of our knowledge).

Read on for the full details!

LookIK

Starting with the less naughty bits.

As you may know, we're in the process of implementing our own IK (inverse kinematics) system, built on our own custom made physics engine. This approach has many benefits, which is something we've covered before.

Naturally, a system for controlling the characters' gaze is something that needs to exist, and that's what we've spent time implementing this past month.

Our solution works on multiple neck setups. The characters will act naturally for that setup:

https://gyazo.com/846ccdf0f0fc545ed98abeb9c57d6156

https://gyazo.com/6fef1f921c2203e85de022865c2623d5

https://gyazo.com/3f8626b5021d391e12bcea9d3ec439e8

https://gyazo.com/cece65cea432e61cbeae6e64e94c54ae

(Neck and head adapt to look in the direction of the IK target.)

(NOTE! The movement of the eyes has not been implemented yet, since the eyes aren't physical (simply a transform).)

Note that this is not a system operating on transforms. It's actually doing the physical calculations to move the entities that make up the physical representation of the neck and head, which in turn will affect the transforms (not the other way around). What's the point of this? Well, the whole point of our system is that it blends animation, IK and physics in one single system. So rather than using several different systems, we have a single one in which all the computations happen. This means implementation and consistency becomes much easier, and you'd be able to set up a greater variety of interactions without separate systems breaking down or interfering with eachother.

Imagine, for example, that a character (A) has parented a hand to the head of another character (B), and that (B) is moving its head in order to look in a certain direction. This dynamic will solve itself naturally and physical equilibrium will be reached. This LookIK system is essentially just a bunch of constraints that operate within the same framework. So the head of (B) won't be able to turn more than the arm of (A) is able to stretch, for example. At least, that's the idea (we haven't gotten that far yet to have multiple character interaction, but this is what we're trying to accomplish among many other things with these custom systems).

Shaft simulation

As I perhaps boldly stated in the opening paragraph - I believe we've managed to implement the most advanced shaft simulation system of any real time app.

Animated shafts is something you see quite often, but their implementations are often very specific (limited). While the may excel in one area, they lack in others. Rigs may be impressive and have all sorts of features built into them, but they require a skilled animator to actually make full use of, and they aren't truly physical or interactive. Others may have physical features, but only to an extent (usually only in the shafts' fully erected forms). Or, sometimes you see a shaft simply morphing between two targets, and that's all there is to it.

Built using our own custom physics framework, we've manged to create a system that is truly physical throughout the whole process - not only able to simulate flaccidness and erection in a physical and interactive manner, but also actual, physical growth as well as emergence from body. At no point during this whole process is it in a pre-animated state - it's always physical and interactive.

The body is also simulated, properly adapting the sheath to the shape of the shaft.

The way we have implemented our shaft technology is through the distinct implementing of 4 different features that are all able to operate simultaneously. Making all of these things work together has been challenging.

Let's take a look at each one of these systems in separate before seeing them all come together in an appetizing display.

Growth

This is in a way perhaps the easiest system to understand.

Growth is simply an interpolation between two states of the shaft. These two states can be configured manually. The erected state is what you're already familiar with in the shaft options object. What's new, however, is the unerected state, which has it's own object that you can configure. It's located underneath the shaft options object:

Simply configure what you want the shaft to look like when erected and when unerected, and you'll have your two states for this growth feature to function.

The way the growth is applied is simply through a slider, which is located in the physical character object.

(Growth with zero erection.)

https://gyazo.com/41ca34aa2b939627ce7917ac34b388cb

(Growth with full erection.)

https://gyazo.com/7b2d65eb33f9173ff831ff71a13db0fd

Erection

The erection slider forces the constraints to align according to the configured shape (in shaft options).

https://gyazo.com/73cdd956d8d33a50260b6291c1dfee30

Emergence

Emergence was by far the most tricky system to implement, especially with how it's supposed to operate with the other systems.

(Emergence with smallest growth.)

https://gyazo.com/f8e391c0e49ccf6ebdb333ef84d53ccf

(Emergence with full growth.)

https://gyazo.com/3533181cd00842b66b554af237e18b68

I might point out that emergence is compatible with ANY configuration of the other sliders, meaning you can animate both growth and emergence, for example.

(Close up of the body adaptation tech.)

https://gyazo.com/fe7557fe32ccb8b65a68185ae65f234f

All together

https://gyazo.com/00a12d5624ab86ca20b3d8c7fd01afbc

As I explained earlier, throughout this whole process, the shaft is fully dynamic and interactive. There's no pre-animated state.

(The shaft is always fully dynamic. No cheating. No pre-animation.)

https://gyazo.com/6d480e154bca7f5946fca2d9a819bc47

What allows us to blend these properties and constraints so seamlessly is our own physics framework. We can interpolate not only the properties of joints, but also their anchors, their orientations as well as their influences (as in blend it back to before constraint was applied according to a value). Without these features, it wouldn't be possible to achieve this.

(A view of what's happening internally. Anchors, properties and influences are blended seamlessly.)

https://gyazo.com/0b349fa0de86c44e26559f8c02711970

Collision bridge system

We have implemented a system that acts as a bridge between our physics engine and unity. This is great, because it means that the environment artist can work as usual and use regular unity colliders. Our system will properly consider these colliders when doing collision checks. Furthermore, friction is also computed.

(Our system can collide with unity colliders. No extra setup needed on behalf of the environment artist.)

https://gyazo.com/e08d8375b63f3366549f95e926b28fc8

Thrusting the wall will make the shaft bend and adapt, as expected. I can imagine some interesting scenes here with windows!

Please note that the collider sizes of shaft haven't been configured and it's very much WIP.

https://gyazo.com/4d71eb04d3cd9e7551e4fe8a37dd4a0c

Constraint

A great benefit of implementing our own physics engine means we have full control of everything that goes on in it at all times. This has allowed us to play with the idea of a "shaft slider".

The shaft slider is a custom constraint that acts as tunnel for shafts to slide into. It's still very much a thing we're just testing with, but initial tests are looking promising.

Rather than relying on intricate setups with colliders configured in a complex fashion to try and give the physical behavior of a tunnel, we simply have this one constraint that we have coded to simulate the tunnel.

The shaft will be attracted to stay within the tunnel, and will bend and turn in order to fit into it.

None of that is animated, it simply happens as a consequence of the constraints doing their work.

https://gyazo.com/51fc62609140a7561d26fe9561044d2d

https://gyazo.com/656b6ef6a397df2d15c410bf5175d6cc

https://gyazo.com/4c3e344a0d209fecb8a4a1d1cb3a9cf8

https://gyazo.com/ba4c54ac822dbab693400d7b68a51489

https://gyazo.com/57f89ef1f7f5e9228aa542a9905485cd

As this system is based on physical calculations rather pre-animation, it means that if we move the body in such a way that the shaft can't stay within the tunnel, it will plop out of the constraint. The sudden released energy will give it a characteristic spring behavior. I think this could come in very handy for pull out scenes! All fully dynamic!

https://gyazo.com/de2ceafb0528de5f21bac27cebcaa5f6

Imagine certain white liquid gushing out from tunnel as well as shaft in the above image. I think it could become very engaging!

(Another angle.)

https://gyazo.com/793c4e7292b502cf0c1a8c549ba245bd

Summary

Work on animation systems is progressing. This month we implemented shaft dynamics as well as a look IK system. Things are looking promising and we couldn't be more excited!

Enjoy your weekend!

All the best.

- odes

P.S.

Special thanks to The GERio for allowing us to use his character!

View Post

FurryVNE - Release notes 2021-11-30

Hi all!

We're proud to present yet another content build of FurryVNE. This one implements someone you might recognize - Elaine! You can find her on the cloud platform.

Many thanks to HollandWorks for lending their OC.

This build also introduces a few new parts as well as general bug fixes and improvements.

>>> CLICK HERE TO READ THE RELEASE NOTES <<< 

You can find the download here:

>>> CLICK HERE TO DOWNLOAD <<< (<--- for patrons.)

As before, we would like to point out that this is a pure content build. The work we showed off on physical IK is still a work in progress and will be released along with the new interaction systems sometime next year.

We will post a progress update about the new interaction systems later this week or in the next. We have some very exciting things we want to share with you. Great progress!

Thanks to all of our patrons for supporting the project. It is your support that makes all this possible. We cannot stress enough how important it is to us and how grateful we are to have you as our patrons! Thank you all, so very much!

We hope you will enjoy this build!

All the best.

- FurryVNE Team

View Post

FurryVNE - Build 2021-11-30

Hi all!

As always, you can find the build at our download page:

>> CLICK HERE TO DOWNLOAD <<<

Download instructions

The app comes in a self-extracting archive. You can either run the exe to let it extract itself, or extract it with 7-zip if that makes you feel better.

Windows doesn't seem to like unknown EXEs, so it may block you from running the self-extractor. To unblock it, simply follow these instructions:

Release notes

>>> CLICK HERE TO READ THE RELEASE NOTES <<< 

We hope you all have a nice day!

All the best.

- FurryVNE Team

View Post

Soon...

Yes, soon...

- Dogson

View Post

Thank you!

Hello, Dogson here first with a small apology of my silence since I'm juggling work for this months pending release and RL things to take care of.

I just want to thank all the active patreons that gave me a wonderful treasure trove of references on various three toed scalie feet, really really appreciate that!
- Dogson

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Help with reference hunting?

Okay, in preparation for bird head in January we will probably need one bird feet, while still at it I think we can squeeze in a three toed digitigrade scalie foot  (since they're rather similar in structure.) and since a lot of you have been asking for them.

My problem is where to begin to look for references, so I thought that why not ask you patreons if you have any good pictures of them to get me a good feel of how they would look like?

- Dogson

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Head Poll and Plans for Bird Head.

Okay so this months head poll is done and to, at least my big surprise, Hyena head spurted ahead and snagged the first place. Goat seemed to be the obvious winner for quite a while, but democracy has spoken and Hyena it will be then!  

We have been conceptualizing and idea of making one (or two depending on how well they'll deform) generic bird head with a featureless beak, this beak will then work as sort of a handle for attaching a variety of beaks belonging to various bird species.

We believe that beaks, being stiff and inflexible,  can work as parts, ie not garments that will fill up one or even two garment-slots.  

Perhaps we can book in January for making that head and putting the poll for a break then?

- Dogson

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Elaine Head WIP

Hello, Dogson again. This time we're showing the work in progress of Elaine Applebottoms from the old casts head.

I've been corresponding with her OC holder, Hollandworks,  of references and their various wishes and as you probably will immediately notice her design is quite radical from the other heads we've done. This is why I decided to split the two deer heads into two - one with a design that is closer to it's RL counterpart as you've seen in the latest post and  one  that is much, much more stylized.

I think even now I will do the lips as a slider shape with a prebaked alpha for eventuall  application for lipstic.

- Dogson

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Deer parts WIP

Hello everyone! Here's WIPs of the parts for the deer theme release for this month - 

Head and bovine plantigrade feet.

(All mesh is still subject to change)

- Dogson

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Poll for next head after Deer.

OK! Deer won the latest head poll with 99 votes total (as of today 31-10) And I'll begin work on it starting tomorrow monday.

Again, let's see what other head will win this round?

- Dogson

Edit: I am aware that the Owl got double tagged, Patreon API doesn't allow us to delete the double entry  and restarting the poll would be seen as unfair so the second owl in vertical order will be ignored.

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Notice! New build is up

There were some bugs with gazelle head and 4 finger hands in the latest build. New build is up.

https://furryvne.com/notes/2021-10-30.2

https://furryvne.com/notes/2021-10-30.3


Download (for patrons):

https://furryvne.com/download/patreon


All the best.

- FurryVNE Team

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