What a coincidence that right now I'm drawing new eyes!!!I kinda have an idea for some eye types. Emissive ones
Cool purples, greens and yellows always are great and with subtle glows(so it isn't always too bright and overtakes the actual shading). emissive versions of the existing eyes would be nice.What a coincidence that right now I'm drawing new eyes!!!
any specific design or pure colors that emit light?
nice, I still have 2 days left for build 6 so I think they will be thereCool purples, greens and yellows always are great and with subtle glows(so it isn't always too bright and overtakes the actual shading). emissive versions of the existing eyes would be nice.
Don't forget red also for people who wanna have black sclera and red eyes.
Very nicenice, I still have 2 days left for build 6 so I think they will be there
Sure! I'm going to make a coupleVery nice
Might help to do something like cat eyes too.
I would like to see if there is a way to include the option in the game, it would be very helpful since many, including me, did not know about itI wish i knew about this trick before, i skipped out lot of ue games because of performance issues and all i had to do was use dx11.
You could probably pack a shortcut with launch arguments that doesn't rely on hardcoded filetree or a launcher that does that.I would like to see if there is a way to include the option in the game, it would be very helpful since many, including me, did not know about it
it may be the best solution, I've been looking for documentation and it can't be done ingameYou could probably pack a shortcut with launch arguments that doesn't rely on hardcoded filetree or a launcher that does that.
Best to do it before runtime anyways. Because if they can't boot to change it then they are stuck regardless.it may be the best solution, I've been looking for documentation and it can't be done ingame
Good pointBest to do it before runtime anyways. Because if they can't boot to change it then they are stuck regardless.
Since you like them so much, next week I'm going to make 6 more! to include freckles in the body as well!More freckles!! <3 haven't actually looked at any of the new customize options yet but just reading the patch notes got me hyped
Oh wow full body freckles also just had a look and got to say I like the addition of the slime girl skin, didn't realize how much fun it would be to see the internal view, the only down side is that the tattoos and freckles don't transfer well but I guess that's the price for see through skin.Since you like them so much, next week I'm going to make 6 more! to include freckles in the body as well!
saturday?! Update day!!!
Update Build 4 is already available for free in itchio! and the Build 5 is ready for those who bought the game, Build 6 available for Patreons! thanks for the support!!
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I didn't think it would happen, tomorrow I'll upload it when I'm on the PC, sorry for the problemsYou might have to move the itch.io away from google drive, it's quite often that I get the "to many users have downloaded this file in the last 24 hrs" thing.
The translucid materials are quite complicated, I tried to do it another way but I got a ghost skin (I don't know if I should add it too)++ on the new customizations in Build 5. Some observations:
Using slime skin, the model's normals don't appear to be layering correctly when observing it.
For example, magenta slime skin, when moving the camera around the front -- slowly pan in front of the naked toon so the breasts block the arms. You'll see the arms "layer in front" of the chest & nipples.
Same from a lower angle when the arms are on the other side of Hips. From the side view, there's a similar effect with the base body model and chest model (using the 3rd to largest).
It also affects the scenes. Go to floor 6, then down the hall to the "twins" for the two-on-one. when panning around during the oral & "backdoor", the chest layers over the butt.
Plus, sometime the "penetrating" model (strap on, futa, dildo) doesn't always follow the internal pathways like the mouth or groin. That just means more conditional model animations. For hard batons it shouldn't but softer, pliable one like rubber or toons it should conform to the receiver's internal pathways.
Dealing with transparency z-ordering is a total pain in the ass. Our vision centers will catch all the little nuances. But don't sweat it.
If it requires major work to deal with the transparency z-order, its fix priority should be lower as a slime specific quirk. The slime work vs the game's major elements & story is a no brainer. Game & Lore first, slime skin later.
Using the slime skin is super cool to see how things are "happening". But, as a "daily driver", slime skins will be for very small percentage user base. I appreciate seeing the per scene distention vs the lingering swol cumflation.
Total respect for the work you're doing. 3D stuff is not easy, especially when working on the 15% details having done the 85% easy stuff. And you're staging a new build damn near weekly. Be sure to touch grass occasionally so you don't burn out.
Cheers.