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Runs on any Valve 3 spine IK rig; one is included.
Has facial flexes and eye posing.
Has all her recolor skins, including Ironclad and now Tre Kronor.
Cloth around her waist must be spawned separately due to the bone limit. Simply drag the base model onto the cloth model and zero it. There are two separate models for this, one compiled with SubD and one without. The SubD version has real time in-engine tessellation applied to it, which smooths out the mesh and rigging and makes it ...smooth. You can control the amount of smoothness with the console command "mat_tessellationlevel".
Just about everything on her is bodygrouped.
The materials on the body are set up for fake-PBR lighting, utilizing the CustomHero shader. The shiny bits will spawn in pretty low intensity, and to brighten them up to match your scene, add more lights. This shader brightens up the more lights there are in the scene (much like true PBR), so add a bunch of shadowless lights to the scene
(either with intensity or zero intensity), and you'll notice those shiny bits start to brighten up.
The hair is gravity jiggled, the cloth is gravity jiggled, and the staff trail is jiggled. I'm not too happy with the staff trail, but I can't be bothered to put in the time to make it how I want it. Just bake the procedural bones if you want to have manual control over these bones.
The shield has all the bones necessary to expand it, as well as an "Expand" flex, that just expands it for you. It's simple, so don't expect it to do everything. The shield material itself has a flowmap based hex texture.
The flail does not come with a chain. It doesn't import with it, much like Roadhog's hook. Blizzard probably just pull it from somewhere else in the games files. If you want a chain, there's a 32 bone chain on the Steam workshop that you can use called "Segmented Chain".
No I won't do anything about the baked AO on her face on the Ironclad skin. It's on the diffuse from import and I can't be bothered to fix it at this time.
Not all of the flexes are meant to be used at 100% values, and/or with each other. (Speaking of, I don't know why that extra MouthOpenNarrow flex is included. It just gets exported twice for some reason. It doesn't work because the flex already exists on the model in JawV, so just ignore it).
Let me know if anything looks broken.
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