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I solved the problem of how to fill the bathtub model with water. I took an interesting approach. First I extracted 4 layers out of the full bathtub model like so:

Each layer has the same number of vertices, 20. Then I imported this wire mesh and ordered each layer by height. Now when I fill my bathtub, I simply linearly interpolate between each layer to build a water surface. And it worked very well!

However I did need to write a small tool to organize the vertices properly because at first they are in a completely random fashion. Each layer vertex has a corresponding vertex in the next layer level. If they didn't match, the polygon water surface would twist and glitch out.

The next thing I did was spice up the filling process. I added a couple particle systems that respond to the height of the current water level and made a shader that grows bubbles as the water rises.

Notice how at first it looks like the water runs forward. It was a nice touch.

I got some more work done on the bubble shader and I think it is ready to be used and duplicated for abundance. I improved it by making a texture that has not just 1 bubble in it, but many tiny bubbles. This gives the illusion that there are far more bubble vertices than there really are:

I think it came out very well. Of course it is transparent so you can see bubbles through them and it maintains the illusion of volume very well.

They will be used to censor Shinobu's body. I have not finished implementing it into her clothing system but here is a quick mockup:

Her body textures actually look a bit discolored because I recently repainted her body (because of the pelvis mesh upgrades), so I haven't tweaked the colors yet.

One thing that I'm going to be doing is giving Shinobu a new hair mesh. I want her to look like she got her hair wet so this hair mesh will look drippy and wet. WIP:

The new hair mesh was also tailor made for when you wash her hair. You'll be able to pull her long hairs and scrub them individually.

Speaking of hair, I am also working on bringing back hair physics. In v0.3, hair physics were removed because they were still very glitchy and would often break. The problem was Unity's physics components being a cruel mistress when compounding components together. So I worked a bit on my own solution. Will showcase when it's ready.

Next devpost I should hopefully have the new hair mesh textured and have begun animating assets for bathing logic implementation!

Note for Supporter Tiers:

The last Beta was March 10th, therefore I will release and fulfill Patrons with a Beta v0.5a by April 10th. It will include the entire new bathroom scene with some interactivity (Like being able to turn on the bathtub water, maybe sounds, and maybe a static frozen Shinobu pose for testing [haven't gotten around to logic ad animating her yet!]).

Stay tuned.


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