Yalby look

Looks Yalby look

Metix

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Metix submitted a new resource:

Yalby look - Low overhead, and simplified version of my Yalby showcase look

This is an simplified version of the Yalby look in my Yalby showcase. This look is now a prototype for the Yalby showcase. All in all it should completely remove redundancy of dependencies and make all of my own assets more streamlined.

If you're interested in additional, lore inspired hairstyles and outfit choices, please check out my main Yalby showcase resource: https://hub.virtamate.com/resources/yalby.51276/

Yalby is my take on a character (with a similar name) from the...

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Metix updated Yalby look with a new update entry:

Adjusted a few eye and head morphs

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...

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Metix updated Yalby look with a new update entry:

Reworked some internal dependencies between my assets

  • 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...

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Wanted to make a note, just in case anyone is having this problem: If as an appearance preset, when you load the look onto another model you might notice that her mouth is stuck a bit open. The way to fix this is to open "Jaw Physics & Triggers" on her person atom and disable the "Tongue Collison" checkbox.

This is a problem with the default collision spheres on VaM characters and custom head morphs (with smaller jaws than the Gen2 model). Even though the head morph is scaled with the bones correctly, this scaling, unfortunately does not translate when VaM adds the colliders to person atoms.

For now, the above 'solution' is the easiest way to deal with it; Otherwise, if you're so inclined, you can use the Collider Editor plugin to manually adjust the size of the tongue colliders, but unless you specifically need tongue colliders for your super bespoke BJ scene, I feel it's a bit overkill for most stuff.
 
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