Help! I need a costume and hair for the Goddess Seresutein from the hentai, Kuroinu Kedakaki Seijo wa Hakudaku ni Somaru!
I'm interested in this request because it would give me a chance to try out a physics-simulation technique in which long strands (in this case: the hair and sleeves) would rest on the floor rather than clipping through it. Depending on their length and orientation, they'd either form a simple line along the floor (like the train of a dress), or fold into accordion-pleats or coils -- and then uncoil whenever the character stretches upwards.linkexer said:Help! I need a costume and hair for the Goddess Seresutein from the hentai, Kuroinu Kedakaki Seijo wa Hakudaku ni Somaru!
stuntcock said:[*]hair[*]head
- need - a side view showing the end of the hair strands (below the waist)
- want - a rear view showing the end of the hair strands (below the waist)
- want - a higher-resolution side view of the head. The one we have is good but a bit small.
- want - an "outdoor" side view of the head (and/or full body) which shows more hair highlights. The current side reference shot has very muted highlights.
- want - additional images (any angle) showing the character lying down, kneeling, getting fucked doggy-style, whatever. How does her hair behave when it hits the ground? Does it spread out into a pool around her, or maintain its basic curves?
[*]costume
- want - a high-res side image of the circlet
- want - side view of the ears (incl. jewelry). If someone can provide this then I can deliver physics-enabled elf ears whose tips bounce slightly (as seen in the reference animation). If not, I'll probably just ask Huitznahua for permission to reuse his ears.
[*]shoes
- want - a side-rear image of the waist and hips showing the costume details (rear image would also be okay, if the hair isn't obstructing it too much)
- want - a highres side view of the upper torso (ribcage-to-neck), preferably with the arms upraised so that the details are clear
- want - standing or walking reference shots (any angle) which depict the long fabric "tails" - are they supposed to drag along the floor, or just mysteriously float?
- need - a highres side view of the shoes. Can be standing, kneeling, sitting, whatever. But I either get a traceable reference image or I omit the shoes entirely.
stuntcock said:Initial question: do we consider this outfit to act as a bra, or not? Breast physics are "toned down" considerably when the character wears a top. Since this is a custom garment, we can follow that rule ("the straps support and constrain the breasts"), or leave the breasts in their natural state ("the breasts bounce and jiggle around, while the straps get dragged along for the ride").
We'll need an consensus on this question fairly soon, because the [neck → nipple] strap section is the first item on the animation plan. I'll need to tune the strap physics differently, depending on the amount of breast-bounce that we need to accommodate.
Boo-urns. It looks as though the "one solid ornament" idea was correct. I'll stick with the "separate hoops" setup for now. It's fairly easy to switch out these components (even after the whole ear has been animated) -- I may end up offering both and letting users decide.Nigida said:I managed to get a hold of the original game CG's and found two more shots with a better view on what the jewelry actually looks like:
You're right. On review, it looks like I misinterpreted "dark line in background intersecting with ear" as being part of the ear outline. Tracing pixellated images at 800% zoom tends to put me in tunnel-vision mode.I feel the ear needs tweaking, you put a little dent in the upper half, which isn't supposed to be there. I drew over one of your pictures to illustrate what I mean:
I've been uncertain of how to handle the hair colour, since the saturation varies quite a bit among the various reference images. And now you've given me highlights that are almost pure white (#FEFDFA). :P Fuck it, I'm just going to choose at random and let people fiddle with the HSL sliders if they don't like it.Game CGs
Here's a bald view for context. I'll post a full profile shot once the hair mockup is complete.Not sure if the ear is really placed that much higher than a normal ear would be, maybe you could post a side view of the whole head when you progress to that point.
stuntcock said:Boo-urns. It looks as though the "one solid ornament" idea was correct. I'll stick with the "separate hoops" setup for now. It's fairly easy to switch out these components (even after the whole ear has been animated) -- I may end up offering both and letting users decide. The problem is that, as mentioned above, the physics becomes less convincing when you place a rigid object in the middle of a flexible rope. The SDT system can't effectively transmit tension "through" a rigid segment, so the overall shape of the rope tends to become wrong. Meh - I'll post some animation samples when we get there.
Tracing pixellated images at 800% zoom tends to put me in tunnel-vision mode.
I've been uncertain of how to handle the hair colour, since the saturation varies quite a bit among the various reference images. And now you've given me highlights that are almost pure white (#FEFDFA). :P Fuck it, I'm just going to choose at random and let people fiddle with the HSL sliders if they don't like it.
The CG shows that the eyebrow-tiara thing is definitely contoured; some of the screen captures suggested that it was faceted, but that can be explained as "lazy artists."
That's unfair. Creators definitely argue over this sort of stuff and revise their designs to better suit the work.Nigida said:Never EVER have the original creators spent this much thought to this character
The cost would be subtracted from the potential FPS rather than the 30 FPS cap. I assume that most people have PCs powerful enough to exceed the cap -- if your PC is capable of rendering 55 FPS, and the modded hairstyle chops it down to 45 FPS, then you won't suffer any degradation of your user experience.I give a "nay" for optional stuff like a black hair outline that decreases framerate. The final thing should be able to be played by as much people as possible without having a super low framerate. 30 fps max isn't much to begin with anyway.
Example: watch the animation sample in this post. This is a conventionally-animated approach (it does not use the contiguous-border technique. The hair is okay during smooth motion, but it carries a lot of momentum. During reversals, two adjacent segments can mutually rotate so much that they "run out" of border and expose a gap. This gap could be fixed with an hour of artwork adjustment and physics fine-tuning, or fixed in five minutes via the aforementioned outline technique.Without examples I can't really picture how this outline would look on this character anyway.