September 2019 Update
When I was ready to hit post on this, I realized how crazy long it became, so I might as well mark it as an official progress update, lol.
Rarely a day goes by where I'm not spending 6-12 hours messing around with different art projects to improve my skills. I feel I've been progressing by leaps and bounds with sculpting, but still only just trudging along with the texture/painting side of things. I ended up sculpting a new model for the main girl from scratch a while back, and been cleaning it up here and there ever since, this is what she currently looks like. I have two versions of her, one with the breasts hanging natural, and a second with the breasts as if they were in a bra, so I could start sculpting clothes for her as well. I have some starter sculpts for a bra, panties, socks, pants, a knit cap, and some glasses, but they are still too rough for me to want to bother sharing those atm, so here is just her base segmented sculpt with the two breast versions.
I've messed around with a preliminary sculpt for her vag as well.
I also started to test out some ideas for how I'd like to do her hair. I think I will be going with a curve based mesh setup. Here is a quick test image I came up with trying out making a few strands.
I started to mess around with making some more background stuff. The following is a quick sculpt of a claw foot for an old fashion tub and I brought it into the scene with the tub I made a while back to see how closely it would fit with it, I will have to tweak it a bit after I retopo it to make it fit snug against the base of the tub on both ends, but I like how it's going so far. And as a bit of a bonus, I also had a bit of fun messing around with making a rubber ducky sculpt, heh.
I started to try out something kinda interesting, a seamless repeating sculpt for a stone retainer wall that will run down into the park pond from along side the road that runs along above. I set it up to repeat I think like 3-4 times here, and just started to rough in the stone placements. Still got to give them more depth and detail, but I like how it is starting to come along. Once I got the rough sculpting done I can retopo just one repeat of the pattern and bake out maps for it that should also be seamless and then I can make that low poly version follow and repeat along a curve that I can use to make it fit the area I have in mind for it just right.
On the texture front I managed to get a few promising results, but still got a long ways to go. The following are a (poorly) repeating woodgrain, a test of a way to paint foliage, an example of a similar foliage texture put to use, and a very quick example of one way I can approach painting some pubes after someone made a joke about bushes when they saw the previous pictures, heh. Then finally a very basic grass setup that still needs a bunch of extra work, I want to do a dirt texture I can mix in patches of to break up the grass a bit more and I also plan to paint some small clumps of grass and weeds I can stick on particles that I can plop down sparsely over the top of the ground as well for a bit of extra detail and interest.
A friend who was recently working on trying to get a good looking jizz material got me interested in trying as well. Unfortunately I couldn't get this to work with Eevee, so it is in Cycles only for now, but I kinda like how it started to work out after an hour or so of messing about with it. The sculpt was just a quick couple minute thing I tossed together to have something to test with, so don't mind the low quality of it. I also didn't want to mess around with setting up a proper environment, so I just took a screenshot of the viewport preview, instead of rendering it out so it is pretty grainy still.
Then there was also a lot of non-game stuff I've been messing with, in part just for fun and also to test out the new sculpt tools in the Blender sculpt branch and now the latest experimental nightly builds for 2.81 which had a lot of the sculpt branch improvements merged. I made something of a sculpt blank/template I could use as a quick starting point for new sculpts. And then I also ended up messing around with several fanart sculpts that are in various stages of completion, none of them are textured, the ones with different colors are using matcaps set to use the object colors, so each color is on a different sculpted object. I ended up making Tron Bonne from the Mega Man Legends series, she is the furthest along so far, basically ready to be retopo'd and textured. Then a rough sculpt of Centorea from Monster Musume, starting to mess around with how I want to approach adding her hair/tail at this point. And a quick 1-2 hour sculpt of Ahsoka Tano from The Clone Wars.
So that's a good chunk of the better looking stuff I've come up with over the past few months or so. There is a ton of other stuff I worked on that didn't turn out so well and are thus not really worth sharing. I also got distracted for a while porting a bunch of Mega Man Legends assets into Blender and cleaning them up to get them in a state fit for sharing. Always loved that game, so when I heard someone finally came up with some tools for ripping models and environment tiles, I jumped at the chance to eventually realizing a 20+ year desire to see the entire island the game takes place on as a single continuous map. Still got a long ways to go on that, but it is something I now only spend a few hours a week on, instead of taking up most of my day as it did for the first month or so after I started on it. >.<
I'm kinda tempted to do something of a second business idea, which would be basically releasing free template assets that folks could use to jump start their creative process and get faster higher quality results. Stuff like that sculpt template above, but also in a ton of different varieties for different styles from realistic to cartoonish and in several different body types for both males and females. I'd also probably do parts for various monster hybrids as well, such as that horse body from the Centorea sculpt. Probably would even include some stuff that would be useful for furries and the like. I'd like to have not only sculpt templates, but also low poly rigged versions of the various body parts that can be resized and merged together to get a good starting point for those who would rather work with mesh instead of sculpting. I'd also mess around with creating easy to edit texture files where each color is on it's own layer, to make it simple to customize as needed. I'd also like to have good templates for a wide variety of clothing options. And probably a bunch of simplified low poly starting points for architectural elements, furnishing and other props.
One of the pluses to this is that I'd mostly be making things I need for my own games at the start anyhow and just saving out more generalized intermediate stages of those things that would be of use to others to help them save a lot of time and effort getting started with their own asset creation. I also just love to sculpt characters, so the sculpt blanks are a huge time saver for me as well in the long run and I can't see a good reason to keep them just for myself when I know so many others could benefit from them.
It's a bit early yet, to say what will come of this, as I got a lot of things to figure out and preparations to be made. But I'd like to have a wiki setup for it, where I can catalog my templates in a well structured manner that should be fairly easy for users to navigate and find what they need. I'd also like to have a community contribution section, both for people to share their variations on stuff I release as well as any original stuff they'd like to share as well. I'm thinking I'd also use the wiki to come up with some tutorials to give people ideas of some good workflows using the various templates and such. I'd also probably like to set up a twitter (or similar) account for announcing updates/additions to the template library and maybe a reddit to allow whatever sort of community pops up around this to help each other and show off their work. I'd also have to figure out which donation services I'd want to use to help support this and if I'd want to dual purpose it for both my game projects and the asset template library or set those up separately. So a lot to think about and figure out.
But I have no intentions of abandoning my game projects, especially this main one. Progress on the game itself is slow atm, but it will remain an important goal for me until I finally finish it.