Royal Icing (Patreon)
Content
For everyone.
Password:
CWW3umyh65LLBnrX
IDs:
- Normal Top (F) 205811991
- Shoes (F) 215915224
- Bra 207811001
- Pantyhose 213924099
- Gloves 212924113
- Socks 214909215
- Ear Accessory 351917211
- Leg Accessory 361920201
- Neck Accessory 354920208
Requirements:
- HoneySelect 1.2, since it makes use of the dual coloring function.
- Up to date GGMod.
- BonesFramework since the long skirt and the bow use additional bones.
- SBX 2.5e
- Might not do well on potato computers due to the polycount of some things and/or expensive reflection effects
Comments (tl;dr: it was difficult and very time consuming):
Well, this one ended up being more complicated than I thought. And it was mostly because of the shaders.
The model was relatively simple, but then I realized that the standard shader I've been using so far would not work well with the crystal look, they'd just look metallic.
So I needed something with at least fake reflections, but the only thing I had required the mesh to be split on every edge, increasting the vertex count by a lot, didn't support lighting or normal mapping. I also needed to mix it with the standard PBR shader.
First I merged a shader that rendered smooth meshes as sharp with the gem shader I've been using so far, and I also managed to merge the gem shader with the usual PBR shader. That worked and I even managed to add support for normal mapping, but it still didn't support lights for the gems. Adding support for lights proved to be a complete headache by writing shaders. I wasted like a day and a half on shader development, for nothing.
In the end, I bought a glass shader from the Unity store that did exactly what I needed. And more. Like you'll be able to see on the shoes screenshot and in the game, it even supports refraction. So the image behind the transparent shoes gets distorted, just as if it was real glass. Really nice.
So I mixed that with my shader, and finally, I had working shaders for this stuff.
Sadly, some of the meshes ended up being extremely high poly, because of the many shapes, and because when I did some of them I didn't have this shader in which I can use normal mapping, and also I couldn't make a shader that rendered smooth meshes as sharp which worked ingame (works in Unity, not ingame, and I couldn't figure out why).
Add to all this the rigging of the skirt and the necklace, and work related stuff, and this became an insane amount of work to finish in just a week. At least I'm happy with how it turned out, though I wish the skirt folded better, maybe I should had made the actual shape folded.
Shorter comments:
You have control for the opacity of the top's cloth and the shoes (barring the gems), and the usual 3 color control for the choker. Everything else is just one color control with fixed opacity.
Anyways, that's it for now, please allow the next outfit poll to happen in a few days to give this time to be on the top for a while, it took me this long, might as well shine for a while. That way I can also take a short break while I handle some work related stuff.
Have fun!