Actually, that is highly possible with the current hair.. but that odd part will always become part of the new style. That is not an easy task though... I do like that style better, in the spoilers.
One thing which we are doing, for this game, is trying NOT to show the MC as much. However, for when it is unavoidable, he still has to look decent. We want to try to let YOU get immersed in the story. As opposed to you just reading about some guy doing some stuff.
Rough last two days...
Got through a bunch of emotions, and when I woke, they all sucked! (Don't render when it is 10 hours past your bed-time!)
That's okay, because it let me go back and get all this shit sorted-out better. I managed to find more issues that needed to be fixed, before doing the emotions faces anyways.
Odd issues resolved...
- MC's legs didn't actually match the torso color, at the seams. Guess the old skin was so dark, he couldn't tell.
- MC's new haircut D-Former, was killing render-times and manipulation speed. Converted it into a custom morph, now it is fast again. But the file-size for the 3D asset increased. Meh...
- After fixing every characters skin-tones and shades... All the finger nails and toe nails looked odd. Resolved that with a quick fix and saved some rendering time by using the same texture for all the models. I did a similar trick with the eyes.
- Had an issue with "Eric"... His eyes, unlike the rest, are blue/grey hazel. There was some funky shit going on in that eye-material. I ripped they eyes our of MC's head, and put them in Eric. Just changed the iris to the old image. Poof, instant fast rendering eyes!
- Had a cluster-fuck of various "changes" for each character, in development. Reduced the clutter to just the needed core-files, with all the changes summed-up. Making future renders and changes, potentially easier to manage. (Especially the emotion icons.)
- Fixed a few issues with height, somehow forgotten along the way, for each model. Everyone is now the correct proportional scale and height. Now I just have to fix the scale of the house. (Daz's "best guess", for conversion of "object units", to "Daz units", is horribly incorrect. The 5'9" models almost look like dwarves in the house. Apparently they don't know how to convert inches into meters, correctly.)
So, we spent all night fighting "Smiles", for emotions, on all the characters. Nothing prefab was remotely realistic and was all horribly over-done. Like drama-class, in grade-school, overdone... Or Mime-overdone...
Two models went smooth as butter. Two were a little difficult to do. Two were a nightmare to do. However, we think we are happy with the "smile-maximums", set for each character. Now I have to dial them back, to neutral, by hand... so we get three variations for those emotions. Smile1, Smile2, Smile3, for various states of happiness, or whatever. Most emotions will be this way. Possibly being used for slight animations, in and out of emotion-states too.
I also got the preliminary hand-off demo for the incest version. Looks good. Now I can figure-out what artwork we need to rush, between the two of us. Each is going to be an entirely individual game. However, it is still just a MOD of mine. It will have some original artwork within it, obviously. I just don't want to get too far off my path. So we are keeping tabs on one another's creations.
Hopefully, with another few long days of busting my ass, I can get this first run out, soon. Just realize that NONE of the artwork in there, is set in stone...