Bit of blogging, feel free to skip.
It’s finally done.
I based this outfit on the last picture in the gallery. Source here.
UPDATE: I’ve updated the whole thing.
Now the waist belt rings use a normal map, as well as the armlet. I also made it so that you can color almost everything, and almost everything can be colorable (some things have a subcolor), I made my own shader though, so intensity doesn’t work (but physically it shouldn’t since the levels of the specular color are what should define if it’s metallic or not, so that’s ‘kay). So now you can color the jewels too.
The necklaces are now all separate. You can now decide if you don’t want to use the colored one. That one also looks better now though.
Finally, I also added some shoes I planned to release a long time ago (so much that the asset bundle for them is named differently of how I name things now). These shoes are high heeled sandals from when I was making an experiment to see if I could make them behave like actual sandals, so when the girl rotates her ankles, the back of the sandals stay down as if because of gravity. It kinda works, but has some clipping here and there because of what I had to do to make it behave this way. It’s probably pretty good for posing. These sandals are a heavily edited shoe from Zeaska (yes, I asked him permission to release it) from a time when I didn’t have much of a clue about modeling and I had made new textures for them besides just editing the model, but I gave them better textures today to better match these shaders and my current stuff.
Now, have in mind that to be able to make things have a subcolor, I had to sacrifice compatibility with HS 1.1. So don’t get the update if you’re stuck in it. It also requires MoreSlotID now because of the necklaces and the shoes using new slots.
There are some differences, namely in the hand bracelet, the earrings and the overall scale of the waist belt. Some were in purpose, others because I still suck at scaling reference. Whoops.
All the stuff that should bounce, bounces. I created new armatures for each accessory, I only based myself on the root of existing ones, but the bone chains are new, and they bounce very nicely.
The necklace could use some work in that department though, and I’m planning to separate it later. I also tried making the multicolored necklace glow in the dark by doubling the RGB color values. Let me know if that even works well for you, I might make it go back to looking like plastic again though.
Also, the gems in the nipple piercings, the necklace and the earrings are using this custom shader. Feel free to copy it from the asset bundle and use it wherever you want to.
This was quite fun, I pretty much learned a lot about armatures with this, and I’m actually quite pleased with how it turned out.
Blogging ends here.
- Waist Accessory 357914
- Swimsuit 209910
- Chest Accessory 356901
- Neck Accessory 354914
- Neck Accessory 354920203
- Neck Accessory 354920204
- Hand Accessory 360914
- Ear Accessory 351914
- Arm Accessory 359914
- Shoes (F) 215915207
Extract the abdata folder of the 7z into your HS main directory, if asked to merge, say yes.
Remove these files:
abdata/Chara/roy12_mod/gyaru_dancer_*.unity3d and roy12_ggmod_02.unity3d
The * being anything that comes after the underscore and before the dot.
- Initial release
- The necklaces clips a lot with certain poses. But now you can move them separately.
- The small chains and medals on the waist belt can clip a bit with the legs. I tried my best to make it not do so without losing the bouncing effect.
- Scaling some items in the Z axis might make them look separated.
Also, coordinate card for HS 1.10:
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