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Dein-Ra

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A member registered Mar 21, 2024 · View creator page →

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Could be on the pipeline of things to make. But I can't say when it'll be done.

Been hoping for a decent anthro shark avatar to appear for some time now, something in the style of old Aventity Shark from SL. Not bad.

But, I'll tell you a little 'secret'; someone happens to buy me a copy of requested appareled avatar and that will be incentive enough to latex it up at least! ;)

Uncertain. This was not easy to make and the Viwi has a lot of blendshapes.

Hadn't planned on it, but I'm not closed to the idea.

I might have a friend that looks into the VRCfury thing and unitypackages. I play on Resonite, where those things aren't needed.

If you're otherwise confused on how to set up a latex outfit of ours I posted a pretty lengthy tutorial in the comment section of this product: https://dein-ra.itch.io/jwmasccaninelatexoutfit which is also a latex outfit, but for a different avatar.

Don't know anything about any phone number.
But, you essentially combine the suit with the avatar using blender by Appending either the suit to the avatar file, or the avatar to the suit file. Then make sure they both use the same Armaure.

To hide/remove the limbs the suit would hide, be in Edit Mode with the avatar mesh selected, select intended for hiding vertices/lines/polys, hit P then select "Selection".

Can't really say. I seldom go back to things already made. But I do still meet people enjoying my Nardo' stuff.

First time hearing of it, so no I hadn't.

Reading its description it probably comes with a lot of blendshapes?

The suit itself is a texture you mix with the avatars own body texture using GIMP/Photoshop.

I posted a pretty lengthy tutorial in the comment section of this product: https://dein-ra.itch.io/jwmasccaninelatexoutfit which is also a latex outfit, but for a different avatar.

Here you go:
https://dein-ra.itch.io/explosivecollar

Sadly itch doesn't provide me with any alternative methods of payment. :(

First time hearing of this "new base" from Winterpaw, so haven't considered it.

First time hearing of this "Delphy Kobo", so no, no plans for it as of right now. Is it selling well as an avatar?

Huh, haven't re-uploaded that one. I guess I'll be doing that in the near future. Thanks for reminding, it's my Explosive Collar I made a while back for Gumroad.

If Kuda has added more blendshapes to it after I've made this item, then yeah there isn't those matching blendshapes on it. 

I seldom return to already made things, unless there's been a whole overhaul on the avatar mesh itself making the thing not fit anymore.

You'll probably have a better chance doing it in blender, then export that as fbx?

Poiyomi seems to be a VRC thing but I've never set foot there. So, I wouldn't know how to set that up.

I posted a pretty lengthy tutorial in the comment section of this product: https://dein-ra.itch.io/jwmasccaninelatexoutfit which is also a latex outfit, but for a different avatar.

I might, but there's no timetable for it atm.

Just to export the FBX, if going to VRC. Resonite should let you import the blender file.

Have you actually placed the Metallic, Emissive and Normal maps to their intended slots on the Material in Unity? From the images it looks like only Albedo has been assigned.

Yes, "Neorca_LatexOutfit_Body_AlbedoTransparency" would go on top of the original "Body_baseColor" texture. The outfits Emissive, Metallic and Normal would conceal the original, except for the head. The Hood mesh(es) conceals the head.

Only option for me at the moment. :(

In order; you of course first combine the materials in GIMP/PS before you apply them on the model.

  • Albedo texture is the color of it
  • Metallic/smoothness is the texture that gives it its shiny properties
  • Normal is the purple-blue texture that handles the 'fake 3D' effect on the model

When combining these materials you do them individually. - As in - You don't combine Albedo with Normal, for instance.

You then apply these new materials in the Neorca's unitypackage. It gets slightly technical to have the materials display correctly in Blender, if you attempted it there and are left confused.

Thank you! :3

No _immediate_ plan to fix, got a lot on my plate.

I've heard murmurs of the Nova' been updated, with changes to its armature. My Novabeast products are still on the older version.

You export the collar in Blender to a FBX.

It's best to look up on a tutorial on how to import and assign materials in Unity. I play on Resonite, where you set things up in-game instead. So I have little experience with Unity.

I already have done so: https://dein-ra.itch.io/spirivalilatexoutfit

What menu?

You upload the avatar with the suit, without the limbs. As for making some kind of system that lets you hide/show them using a menu in game, that's technical. Coding. Can't help you there, I don't code.

Well, that's what you would do with the limbs: Hide them when using the suit.

You hide the limbs when the suit is in use?

In Blender, with the avatar mesh selected you go to Edit Mode (hit Tab key). Then select the vertices/lines/faces to be separated and hit "P" key. You get a small menu where you choose "Selection" and Bam! The selected vertices/lines/faces are now their own separate mesh. Hit Tab again to leave edit mode.

Right? My product pertains to the original, though. 3rd party edits not considered.

Aside from re-designing, re-modeling, re-texturing, re-rigging and re-matching shape keys on that area of the belt? Perhaps move the tail?

I'll have to look into it, eventually. 

Current events from payment processors however isn't inspiring much motivation, alas.

This is was made very early when I didn't provide masks back in the day.
For now best method is select-by-color in GIMP/PS to place the latex on a new layer.

First off, I would have to know what this "kfn" even refers to.
Second if you're having trouble fitting this outfit, I have posted a somewhat lengthy tutorial in the comment section here:
https://dein-ra.itch.io/jwmasccaninelatexoutfit

Well, this is new.
Only solution I could think of for this oddity would be to separate the thigh cuffs and middle part of the harness into their own objects in blender and then remove the blendshapes in them that are tasked with hiding them. Then hiding those parts would rather be a matter of actually hiding the meshes, rather than using blendshapes.

Not a priority, but under consideration.