Looks good. Feel free to publish any textures you paint for it, if you want to. I don't really mind that it's not based on "officially released source data".
Depending on what ripper you used, you might've noticed that the objects have two UV maps. One for the main texture, another for the tiled patterns. Which is something I'd like to tackle before I release any of the OBJ files officially (OBJ supports only one UV map, but you don't really need the second UV map for custom painting them).
Technical nonsense for nerds follows...
The first UV map is a standard UV unwrapping, with seams, and no overlaps of polygons in the UV space.
The second UV map is a simple cylindrical projection ; or rather, half-cylinder projection. A lot of polygon overlap there, but that does not matter for the tiled patterns. What matters is that there are no seams and the patterns can be scaled up and down. There are two "soft-seams" where the pattern mirrors, but it's imo not a big deal.
The problem is that the shader combines two normal maps. A main painted one (using the first UV mapping), and one tiled (using the second UV mapping). Which is technically incorrect. Normal maps are drawn in "tangent space", which is computed from the object's normals and from the UV map. So to be correct, each normal map should be evaluated in its correct tangent space, then the resulting world-space normals should be combined. Unfortunately, Unity does not really support multiple tangent spaces. I could write a full shader including the lighting passes to handle the shading part of the problem, but I'd also have to rewrite the skinned mesh renderer so it correctly animates the two tangent spaces. That's not something I am going to do.
Back to real world...
This issue is visible if you have both normal maps enabled, both with major features and the strength sliders reasonably high. If the dildo uses the first tangent space, you will see seams on the tiled normal map, and vice versa. I can't fully fix it without stupid amount of effort. The current "solution" is:
- The cock dildo is the only one with a painted normal map, so it uses the tangent space from the first UV map. If you put a strong tiled normal map on it, with clearly visible features, you will notice seams around the tip and the sack.
- All other dildos use only the tiled patterns in all provided presets. So they use the second tangent space. If you tried to paint a normal map for them, it would look a bit weird and have seams around the tip.
I am not super happy with this, but there not many other options. My current plan is to add an advanced option to the Visual tab, letting you switch between the two tangent spaces manually. I'll have to write code that computes the tangents in the plugin and "patches" the models, but that should not be too hard. And while at it, I'll also probably provide an option to rotate the second UV map, so you can place the "soft seam" where the patterns mirror anywhere you want.
Once this all is sorted, and works well enough, I might feel comfortable enough to release the OBJ files to public. I should not have to modify the UV maps once this is done.