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x17

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Blog Entries posted by x17

  1. x17

    Armature and Puppets Experimentation
    I have decided to take a bit different path from my recent projects, that were related mainly to GUI overhaul and Customizer room improvements. This is about experimentation around quadripedals.
    The idea would be to port the new model either as full model, or puppet. But the puppet would seem more probable, considering everything. The hfg2's work around custom armature is crucial here, and capability to translate, move and even add bones - but theoretically, it could go even from perspective of old PG-13 models, which were a mesh fitted around the default bipedal armature.
    The default bipedal armature, ofc, isnt ideal here.
    The current project Im working on is a canine model :

    I have a bunch of morphs already, and including weights which are very good. The weighting could potentially be redone if armature is not capable to go in this way as it is - altough now its ideal and exactly sufficient for what we need in quadripeds.
    There are many morphs also that change the dog breed completely. Altough in Blender, the imported armature isnt morphed like within DAZ. So, I would either need to fix and align the armature manually, which isnt a problem because its about relatively simple scaling or some manual fitting of armature within tail and legs boundaries, or I could use something very new in Diffeomorphic plugin : http://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
    There are also many morphs for multiple parts, but some are obsolete and Ill remove them, as well as add some more.
    Overall, I think its very possible to make models in even bigger variations. Especially bipedal monsters are even already possible as full models. 
  2. x17

    GUI Visual Overhaul
    Currently, Im working on GUI visual overhaul going from launcher icons design, boot background, menu background, all the way even to loading icon and complete redesign of menus, buttons and icons. I will try to mod this further, to the point of modding even what we werent able at the moment. Will see how it progresses, but I think the game itself truly needs a GUI overhaul in all potentially possible aspects, from practical utilization, to esthetic aspect.
    We must be frank and say that old stuff wasnt exactly too good - the icons for assets and categories ( majority of them ) were pretty good made, minimalistic and did their purpose, but some other things could be improved and modernized.
    I will also try to make several variations of visual overhaul - going from funny to the minimalistic and SFW one ( there already are some designs uploaded, so check them first ).
    So, this is the background menu : 

     
    And this is ... this is a "horny eggplant", which is our new loading icon, LOL ... 🤪

    Sadly, it doesnt look "fluid" like that in game, because the default icon used a simple two movements ... Yeah ... I can make more of these "dirty" loading icons ( I have Ugandan Knuckles humping each others - that could be fine and reasonable to make ... or I can make a simple SFW loading bar or wheel like every normal and boring person 😏 )
     
    And this is how it looks in the game, lol : https://streamable.com/njr1ui
    Yeah, if the throbbing eggplant intrigues you or makes you moist - please let me know 😚😛
  3. x17

    TK17-H5 Interoperability
    There could be potential idea here, and it doesnt seem complex, if we assume the connection between certain H5 assets to TK17 default UI - so connecting H5 features to something like sliders, or spinboxes, or checkboxes or similar. So, in a way, the way to manipulate with H5 features not only through H5 menu, but potentially also through TK17 UI.
    The idea would be simple as switching the _pass input on the flow. For example, a user in game could potentially switch normal maps dynamically. H5 works like that, that it either uses manual ALT+R refresh, but could also use auto-refresh (which is part of extended H5). This way, the logic says, that we could have auto-refresh active, and dynamically switch between normal and specular maps (or possibly even displacement maps).
    The only thing that game would need to do is manually replace name of normal map and PBR maps in stage2 and 3 in _pass file. Lets say that default game UI is capable to read the names of our H5 files... then everytime its selected, lets say in spinbox, the game does the operation of replacing the _pass value with the one we selected. And then, the auto refresh of textures updates our visual look of model.
     
    This puts even more potential complexity. Something like JCMs (Joint Corrective Morphs) are heavily underutilized in game (something I do work on new body which is made for long time now). Now, some folks will be familiar with something called "tension" or "stress" maps in Blender. These are like maps that give lifelike impression on model, for example wrinkles on face. As the model is morphed through shapekeys or its armature manipulated, the tension maps activate to certain degrees and strength, making the wrinkles stronger in intensity, or lower in intensity. This is just one example, but other things can be affected, too, like color or similar.
    However, our usage in TK17, hypothetically, could go in certain way of connecting the normal map to JCM or even morph. Assuming the auto refresh of H5 files works as intended, the normal map relief / imperfections and specular map glossiness / metallicity and glow could be all very dynamic like. Example could be, we rotate certain parts of body and see clear "tension" on certain areas of it, where specular map would increase glossiness. Or wrinkles that could change in intensity. The questions here would be how to connect H5-TK17 UI - this could potentially work for fixed values in norm and spec maps... we would just choose the already predefined map. But in any dynamic way, both normal maps and specular maps should have a way to gradate their value further, and this would be ideal for slider setting. The real question here is, how to gradate this ... 
    Now imagine, if one could gradate with three sliders that represent RGB channels H5 files themselves ... normal map would use above logic and in 0 to 1 ranges represent all channels, and it could hypothetically change the XYZ values of dynamically. Or changing RGB values of specular map, seeing the results in real time. Now this assumes there should be a certain temporary file for either maps that could be "hard-saved" everytime its adjusted. Expanded, this would mean capability to link such dynamic changes to above mentioned JCMs, so when part of the body moves or morphs, it also dynamically changes the values of both normal and specular maps. 
    If potentially possible in such way, it could create very high realism. Visible wrinkles on face expressions or extremities moving, tension on skin (glossiness) on certain moves, or similar features even on clothing.
  4. x17

    New Customizer Room
    Current progress : VERY good ... made a fully new customizer room that will be available very soon for everyone. This room is visually going into direction of KE site visuals. But I will also put several variants for people to choose.
    It is a very simple room, very minimalistic, and much better than vanilla customizer which was very stale and simply an eye-sore over time. This one goes more into futuristic and modern direction - altough note that I have made various textures, including the ones fully "neutral" without Klub Exile logo or similar. Or just with logo on platform.
    In this case, there will be more plans around customizer rooms, including a slightly more complex one, but as concept simple - a closet. Or maybe a space oriented one ? 😉 Or maybe a cowboy themed one ? Or ... [ let the imagination wild ] 
     
                      
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