176 Commits over 3,195 Days - 0.00cph!
crunched texture on heater emissive to remove unity artefacts
Electric heater model and materials
Tweaked water system prefab variables for less intense shore wave steepness, more natural looking shore foam shapes, more foam at shore, less foam as it merges with ocean water, more variety in ocean water
added Halloween collectables
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 missing collectible emission texture
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 correct materials to male_facial_hairstyle_02 material swapper
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
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)
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
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
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 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.
set specular and roughness values on hair caps to counteract probe changes and then disabled the dyeswapper on those values
Merged hair_caps with main. Fixed beenie hat morph, updated hairstyles 1, 2, facial hair 1, 2, added hair and facial hair 3, 5, tweaked dye colours and values, removed old materials and textures
removed skintest prefabs and materials, made ginger more ginger, lightened dark short afro material
took some shine out of dark variant materials and removed backup materials from main
made light_short mat brightness value 1 from 0.5 and tweaked alpha of diffuse map
hair fuzz and material changes from hair_caps
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
rebuilt male_facial_hairstyle_04 with new vertex colour, morphs and skinning
added hat morphs to lod1 hairstyles so they no longer clip through headwear
fixed broken prop_renderer script on hairstyles
fixed prop_render scripts on remaining style prefabs