branchrust_reboot/main/hair_capscancel
78 Commits over 181 Days - 0.02cph!
added female pubic hair cap with shared skin/hair material to hair_caps branch
Updated hair spec and rough property names + values on existing materials
Updated hair shader inspector
Added core/skin (haircap-layer) shader
created new hair cap material that blends with skin, and tweaking textures and mesh
Fixed pubic skin-hair cap floating geo and added hairstyle 02 skin-hair cap, Seems to work with no visible seams.
added new skin-hair haircap to female pubic and improved hairstrands on non tssaa. built prefab
rebaked out vertex lighting, reskinned and added skin-haircap to male pubic, made look better on non tssaa
rebuilt haircap 2 with morphs and skinned and got working seamlessly with male head, works with non tssaa
Fixed hair specular and roughness naming
working on new strands and materials/textures
Removed unused skin shader variations
temporarily turned off male asian hairdye switching. working on blondes and ginger colours with new system.
Added optional dual masked hair layers to core/skin shader
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
Replaced skin hair masks with multi-param packed map; added toggle for feature
added skinhairtest unity scene with skinhair cap and test head
Updated skin hair test scene
Disabled compression on test mesh
Simplified base color mask mixing
tweaked hair colours and thickened out style 2, tried out multiple normal map variations on skinhairtest and added latest
Brute force fix for TB-related skin hair layer seams
current progress on haircaps, exported playermodel with uv2 channels on head and bodies, hairstyle 2, hairstyle 1, composite maps, disabled more automatic dye presets
uv tweaks on short strands
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance
uv 2 and 3 changes to playermodel
finalised uv 1 and 2 on heads, uv 1 on bodies across all lods and exported
tweaked uv3 on heads for better facial hair capmask reexported playermodel
added prelim new facial and eyebrow strands to hair strands maps and updated materials, re-mapped existing styles to compensate for new maps
eyebrow mesh and material changes, fixed uv issues on playermodel
updated eyebrow prefabs for male and female and rebuilt morphs, thinned out facial hair cap style 1 and hairstyle 1 haircap mask alphas,
vertex lighting on eyebrows, re-exported, set eyebrow material colours to be more natural, tweaked ginger short material
Added core/skin hair-layer/cap base color for both masks
Added skin hair-layer/cap mask and color replacement via dye sets
Deprecated base color replacement used on older mesh-based caps
created female pubic capmask and set up, unwrapped female torso and legs lods 0,1,2,3 for female pubic capmask implementation
starting to remove old erroneous materials and textures. updated hairstyle 1 and 2 to new versions, added hat morphs and lods, working with new system ready to assign dyesets
temp fixed armpit hair, set up dyesets for all characters apart from capmask colour, temp removed hairstyle 3 until its reworked, removed old haircap mats and old \hair_dye\ folders as now referencing original mats
fixed armpit hair, material tweaks, fixed lod distances
fixed uv1 issue on clothing items that have exposed skin. fixed skinning issue on wrists on collared shirt and mesh clipping on baseball cap
removed capmasks from skin materials so they're all the same for the dyesets. adjusted new textures so they aren't gigantic and have decent compression, removed all old and wip textures and mats apart from styles that still depend on them currently
First working version of hair cap mask assignment
Enabled hair caps on all relevant skin materials
Added new PlayerModelHairCaps component to head, torso and legs
Tweaked player model rebuild material property block handling