No, lingerie and other sexy stuff is pretty numerous. The most problematic assets are hair and environments.
None of my characters use the same hairstyle, and it was really hard to find something that doesn't look awful. You've probably noticed how different those hairstyles are. Some of them look great, almost like real hair, and some are like Melinda's hair which looks plastic. Then there's the fact that most long hairstyles use dforce physics engine, which is a huge inconvenience, since it requires additional resources for simulation, and those assets are just «heavier» for rendering in general.
I personally think that the first Blake's feminine style was the best, but it's too distinctive to be used once more for someone else.
As for the environments, you'd be surprised to know how much time did I waste on attempts to find the corridor in Blake's current house. I ended up using an asset from a hotel bundle: which is why you see paintings on the walls. There just wasn't anything better, imagine that. I also had to cut several interesting events from the game entirely, cause I couldn't find the appropriate location. For example, I wanted to make a scene where Liam takes Blake on a picnic at some kind of cliff on the ocean coast, but alas. So it's only mentioned in one of the dialogues, but never shown.
I probably already mentioned it several times, but the original concept for Shattered was 100% sci-fi. Cyberpunkish even. I had to ditch the idea because I simply didn't have enough assets, but the first five or six renders (in which Blake is in jail or walks down the alley) were different at the beginning. Now, I still want to implement the futuristic setting into the game, so I'm slowly acquiring those assets, and one day we'll actually see what 2030 or whatnot in the world of Shattered looks.
Thank you!