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If you don't mention it, and the modder implements the costume as a single piece, then it would be difficult to backfill the missing details. Would you want the modder to implement the costume as separate overlapping pieces so that you could present the character in various stages of undress (or mix-and-match it with costume elements from other mods, or just remove the armor/harness if it causes too much clipping in HJ scenes)? Separation and layering is possible, but it demands additional work from the modder. There's a question of composition and layers. The latter option would probably yield more believable animation, but it would introduce a dependency on the Loader - the project would no longer be a vanilla import. Or, we can retain the default scene gravity but add rigidity to the hairstyle (so that each strand will form a straight diagonal line as it moves away from her scalp, but the hairtips will curve downwards towards the floor). We can twist gravity accordingly (so that the hair strands will tends to orient themselves into a "straight line"). It seems to be canted 10-15° backwards when at rest - as if it had been thoroughly hairsprayed. The hair requires some design decisions (or "creative input"). but then the "rigid" elements will also move around a lot during gameplay (breathing, linear bounce, jiggle, etc) which may look silly. What happens when the player slides the breasts to maximum size? Do we just keep the harness in its default shape (forcing the giant breasts to clip through it) and advise players to stick with a reasonable breast size? Alternatively, we could try to draw the "wrapping" pieces on the breast layer (so that they can be scaled to fit larger breasts). The costume includes rigid (or semi-rigid) elements which wrap under the breasts. armor)? In the latter case, the modder would need to drag it slightly outwards so that it can accommodate the fully-expanded ribcage.īreast scaling is a complication. Similarly - does the front of the harness stretch as the character breathes, or is it completely rigid (e.g. Which option would be appropriate here? Do you want bouncy boobs for maximum sexiness, or suppressed jiggle because the character is a no-nonsense combat pilot? If you opt for bounciness, then how do you want to deal with the (apparently rigid) harness/collar/backpack piece? If it remains rigid then the breasts may clip through it if it bounces then it may look wrong during gameplay (and/or offend fans because it's inauthentic). Is it ornamental or functional? Breasts in SDT have two movement modes - constrained (implying the presence of a bra) and unconstrained (implying nudity or loose/light clothing). So it's up to you to either provide extensive references (including video if possible) OR explain how the hair and costume ought to behave in-game.įor example - the bodysuit/flightsuit. You're asking for a fully-animated hairstyle and costume. The modder who volunteers for the project might not be - they may not have played the game(s). What am I missing? What's the unique appeal? Why do you think that "this would be a Good One"?Ĭlick to expand.You're familiar with the character.Either way, it will probably look goofy during gameplay. The hairstyle has poor physicality even in illustrations - it's either very rigid or it has an anti-gravity feature.The costume isn't especially original, and its visual details are mostly on the front (so they'd necessarily be obscured in the side-view).
#Zone of the enders ken marianas series
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your reference images are inconsistent - the hair in the second image is much shorter and darker.you haven't specified what you actually want: static PNG hair, dynamic hair, charcode, costume, etc.you're supposed to link your references images (offsite hosting) rather than attach them.your third image is just a cropped version of your first image.your reference images are frontal, which isn't useful for modders.Click to expand.This is the right board, but you're supposed to read the Rules before posting.
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