I have just released the Snokra Snake for VRChat, the most detailed and stunning serpent on the grid!
The avatar can be grabbed from my Gumroad (), or at a discount from my Patreon.
I hope you enjoy them, and spread the word to all your reptilian friends!
And that's the last of it - all variants set up and ready to go!
I have some boxing and documentation to do, but I'll be releasing the Snokra Snake for VRC on Gumroad tomorrow evening, or more likely, on Saturday!
It's been a ton of work, I hope you enjoy them!
@wickedinsignia
Going on about how this is "clearly ai" feels disingenuous.
Working as a CD, I would have accepted this as being done by a human in a heartbeat, and I -think- I have a decent eye. I don't have time to scrutinize every fold and crevice of art crossing my desk. Nor will consumers.
Oh boy oh boy.
It's been years, but there's now a VERY EARLY ALPHA port of the Snokra out on Patreon.
It's not VRC ready yet, but a lot of the heavy cleanup and re-skinning is done - and I figured I'd put out an initial alpha for those wanting to start playing with assets!
I know it's easy to stick with default settings when using something customizable, so I am going through and customizing every preset to help show how flexible these serpents are!
Halfway done, but hoping to represent a range of bodies wide enough for anyone to feel comfortable
Quest (Lowpoly) kobold modules - 36k tris, down from 136k. All blendshapes and working UV's are preserved, including body&face shapers.
Some testing and Unity set up, and then these will be out as well!
This is way too much work, but I find it to be meditative
I think this is it for Crassus for now - don't want to finalize assets until I have movement down.
Happy with the shapes, so I feel it's safe enough to use him as a placeholder!
Did a quick retopo and rig, working on third-person movement logic now - expect motion WIP's next!
Found Lyra to be great, but way too much to maintain for me as a single person, so I'm falling back to ALS, which I know all right.
Simple IK live retargeting for now, so I don't have to bake over tons of animations, while exploring movement I want to have.
The missus made an indulgent outfit, and I've been put to task to distribute them!
Fishnet Gothbolds comingt to Patreon/Gumroad as soon as I've done a bare minimum of QA and boxin'!
Last shader being put together, messing around with edge glow params. Home stretch for the Snaggletooth update, baybee.
Also a sneak peak at one of the *very many* new eye options...
I hated how the neck bent, so I suffered through adding a bunch of bendy bones.
Now to hook them up in Unity, and test in VRC, but I can already tell this is gonna feel way better!
@wickedinsignia
We employ junior concept artists that simply cannot produce work close to this level. Which is fair, because "this level" is a primordial soup amalgamation of work by the best concept artists on the planet.
I don't want to let anyone go, but the bean counters are salivating.
I pushed an update with a plantigrade leg armature+leg options, as well as a substance file with a raw highpoly bake. Don't expect normals/shading to match my handpainted maps from 3DCoat.
I also weight painted and fixed up the adult ladybit states, they can be found on Patreon!
RTX on, Nanite OFF because Nanite SUCKS 💢
(Nanite is insanely good but doesn't behave with raytraced shadows, and I won't have five gorillion triangle scenes - I think.)
Added optional masks allowing scales to be colored separately, letting you do contrasty looks like this.
Something wonky going on with this tail, but pulling random sliders is workin' out nicely!
@wickedinsignia
The tech itself is really cool and exciting. The way development is leaving ethics by the wayside because everyone is desperate to be the first mover, is horrifying.
Trying to hammer through my backlog while I feel up for it, back onto the Sergal now - just wrapped up a final skinning pass, she moves a lot smoother now!
Tomorrow I'll start hammering out body shapers and tail, toe, ear and facial animations~
Tons of tweaking left to do to make this plugin do what I need it to do, but I'm feelin' great about the effect - will just have to add some custom masking and driver utils to use it in place of motion blur, for localized...
... uhh
... impacts, during animation sequences
A friend implemented ALS in a criminally short amount of time, so I'm having to start dealing with this like a month before I was planning to.
The smoothness is fantastic, but currently way too sluggish and irresponsive for my needs!
Official Quest version of the Snokra, shaved down to 7000 triangles. Pretty happy with it, although I could probably slice off another 1500 without too much hassle!
Today was a productive day. Figured out a good animation/rigging pipeline that I think will work for what I want to do.
Just ten trillion other things to do, and then it's a game!
The Snaggletooth Kobold 2.0 MEGA-Update for VRC is now out on Gumroad!
There are FIVE new skin archetypes, HUNDREDS of new textures, and a lotta other changes, too many to list!
If you enjoy this free (!) update, please consider helping keep us afloat by supporting my Patreon!
Massive step forward, finally got a rough jump implemented. Rot math hard.
Aligns to target surface with best possible camera preservation, and does a little jump if target surface aligns with origin surface!
Taking microbot game name suggestions, leaning towards PicoFight!
Figured out how I want to handle examining pickups.
Reduced the scope, instead of complex handling logic, I'm just using them as dialogue targets.
Will use branching dialogue for items that can be interacted with further, and possess pickups that contain playable mechanisms.
Messing with ARP for a kobold game prototype, and it just boggles my mind how things just... work. I guess it's lingering SL damage, but I click buttons expecting to have to roll back to a previous save, yet everything is wonderful. Is this real life?!
Gamestate handling of items set up, and a hopefully robust workflow for handling all kinds of deliverables is in place.
Had to do this before starting on my first little puzzle.