2,275 Commits over 3,834 Days - 0.02cph!
updated eyebrow prefabs for male and female and rebuilt morphs, thinned out facial hair cap style 1 and hairstyle 1 haircap mask alphas,
eyebrow mesh and material changes, fixed uv issues on playermodel
added prelim new facial and eyebrow strands to hair strands maps and updated materials, re-mapped existing styles to compensate for new maps
tweaked uv3 on heads for better facial hair capmask reexported playermodel
finalised uv 1 and 2 on heads, uv 1 on bodies across all lods and exported
uv 2 and 3 changes to playermodel
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance
uv tweaks on short strands
current progress on haircaps, exported playermodel with uv2 channels on head and bodies, hairstyle 2, hairstyle 1, composite maps, disabled more automatic dye presets
tweaked hair colours and thickened out style 2, tried out multiple normal map variations on skinhairtest and added latest
added skinhairtest unity scene with skinhair cap and test head
added uv2 channel to playermodel LOD0 heads for test (need to add to all lods and bodies) added hair mask to skin material, testing nontssaa with new comp and diffuse textures
temporarily turned off male asian hairdye switching. working on blondes and ginger colours with new system.
working on new strands and materials/textures
rebuilt haircap 2 with morphs and skinned and got working seamlessly with male head, works with non tssaa
rebaked out vertex lighting, reskinned and added skin-haircap to male pubic, made look better on non tssaa
added new skin-hair haircap to female pubic and improved hairstrands on non tssaa. built prefab
Fixed pubic skin-hair cap floating geo and added hairstyle 02 skin-hair cap, Seems to work with no visible seams.
created new hair cap material that blends with skin, and tweaking textures and mesh
added female pubic hair cap with shared skin/hair material to hair_caps branch
fixed normals on graduation cap and converted over to use single material with MGAO setup. Added school cap and dunce cap hats with materials. Created basic prefabs
added hair dye assets to skin assets. tweaked material values to balance. hair cap base colour needs to be made unique to each material per hair dye asset.
rebaked vertex lighting on hairstyles after shader reflection changes. tweaked textures to allow for dyeing. created hair dye materials for head, facial and body hair. creating dyesets.
added proper materials on graduation hat and updated icon and prefab
Fixed some floating geometry on light facial hair 01 chin area. Tweak hair materials to have less specularity in shadow. More dye material presets. Re-enabled dark to use more than hairstyle 03
fixed floating geo on male facial hair 01 and added a bit more density on chin area, fixed wrong morph target order on female eyebrows, creating dye material sets
disabled eyebrow materials on non TSSAA, created separate eyebrow strand materials, condensed skin player asset files down to asian, light and dark female and male, (removed #01, #02, #all etc)
added hairstyle 3 male and female. tweaked materials on facial hair 2 to look better and reduced texture size, created skin tone hair presets and applied to players, made pubic hair darker and less contrasty, made female pubic hair smaller in general, WIP work on hair dye, setting up hair colour preset materials and skin tone specific
Skinned Reindeer Antlers and created icon and item prefab. Added Festive Door Wreath model and materials
added correct materials to male_facial_hairstyle_02 material swapper
Fixed material order and made chin geometry look better on facial hair styles 1 and 2, made pubic hair caps look better on non tssaa, tweaked hair strands material and male and female hair styles 2 to look better non tssaa.
added facial hair style 2 to hair-impl
Merged hair to hair-impl
tweaked materials and textures, vertex lighting etc
reduced candy gibs texture res
added front_end_bats particle effect to particle prefabs.
reduced size of eyeballs
fixed team value in candy effect
Added Explosion_Debris bats and candy to effects branch. Added front end bats particle effect
added candy explosion debris for adam to test
added missing collectible emission texture
moved some hair files to correct folders. removed now unused hair cap composite and flowmap textures. created new haircap materials. tweaked hair material and texture values to work better with non TSAA. Added hat morph targets to hair styles.
added Halloween collectables
transferred over haircap materials to new generic shader and added normal maps. balanced colours and alpha clip values for when not using tsaa
removed morphs on facial hair lod 2 and pushed out eyebrow and facial hair lower lods to be more universal
added radiosity lighting to vertex colours on hair meshes, added normal maps for hair caps, starting to rework hair cap material
tweaking values on hair materials to work with non TSAA opacity clip settings
fixed up skinning on male_hairstyle_02 and baked out ao on all lods
added radiosity bake to vertex colour channel on male_hairstyle_02
added AO vertex lighting to vertex alpha channel on male_hairstyle_02 LOD0
tweaked hair materials to not be as reliant on ssao
Created and added male hairstyle 02 to skinupdates2 branch