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Yalby look

Looks Yalby look

Aaaaaannnnnddd... I just realized I need to change the scale on the CUA helmet.
I've been making numerous small refinements to Valby's head and for a while, and am happy with the results. I figured you all might enjoy as well.

Appearance:
  • Head size slightly reduced to stay closer to source material — almost impossible to get most ports 1:1 and have them fully functional in VaM, not that I was ever really aiming for that here though.
  • Many small edits to eye shape, positioning and ratios. There are some small issues around the lacrimals, even some tiny amounts of gapping and supposed-to-be-hidden texture. Don't look too hard!
  • Realized that the face normal maps were only 2K resolution, so I ran them through a SuperResolution pass up to 4K. Results aren't amazing, but I'll take it.
Optimization:
  • Streamlined dependencies. These being my first published resources here, there was a lot I didn't understand about dependencies. This (and showcase) are about as streamlines as possible now.
  • This includes the removal of semi-circular deps between new vars and older versions of the same var. Almost lost it trying to track down where the linkages were.

Lesson to all new creators:
Never use a packaged var as the source for a new resource update!

I'm so sorry!​

Anyhow, live and learn.

Enjoy!
  • Hopefully finalized the internal dependencies between this, Yalby.look and Yalby.showcase.
  • Now updates to Yalby.look should propogate properly from the look to the showcase, allowing me to make appearance updates in only one place.
I hope the flurry of updates is not too much of a problem for anyone. I am more used development in a more integrated environment, and navigating the nuances of how and which assets are coupled in VaM, in the custom directory vs. vars, etc... has been a learning experience for me. Thanks for your patience.
Made some adjustments to a few of the eye morphs.

Been so focused on publishing this thing that it gave me a break from overfocusing on specific features to the point where you can't tell what your looking at anymore. Taking a fresh look, I realized her eyes were a bit too small, and the irises slightly larger and touch closer together.

While I'm not aiming for a 1:1 from source, all known characters have certain distinguishing features that make them 'just so'. Specifically, small variations in eye shape tend to have an outsized impact.
I'm digging my hole deeper, uploaded the wrong var to this resource. Damnit! Sorry if anyone downloaded the wrong var, my apologies!
Bug creation is like dominoes I tell you! I forgot to swap in the correct thumbnail for this scene.
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