New: LF Renamon: Your Digimon Girl. By (MayoSplash)
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@CodeGiver_01 Yep, especially with the prices for some avatars. I mean, 80 to a hundred dollars is absurd when the main functions are so basic.
I mean, Cryptia is an infamous example, not only withholding some of the better avatars for years on end, but does not even bother to actually update the older and somewhat more beloved models to have vaginal or anal flexes... Which makes no sense on the NSFW models.
@Silence-056 yeah, anything over 50 is a bit ridiculous to me. even for models made from scratch. high prices usually lead to lower sales volume. people probably make more overall by selling $20-30 models. I've bought a couple of the $70 ones before and I've never been impressed. the majority of the time there isn't even proper animation on SPS. I don't understand why people make horny things if they aren't gonna do it proper justice. one day I might distribute my work, and I'm going to hold it to my own standard. for many "creators" it seems like it's just a cash grab. hardly anyone supports their work with updates unless it's a base, or something is totally broken. I like QoL updates, I like when people gain more skills and revisit old creations to breathe new life into them. that would make me feel less like I'm wasting money on disposable virtual goods
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@unityenjoyer In all honesty, I am still trying to figure out the porting system of Blender. Does not help that my current hardware is nearly a decade old.
It is why I tend to avoid "Bumping for Unity Port", seeing as I am unable to port anything to Unity myself.
Wish people did not harrass you for "Moar Ports" without contributing themselves. Pretty sure quite a few here have better PCs than I do, and the skills to port models from Blender to Unity. (Pretty sure the Valorlynz Stella model can be ported on later versions of Blender).
@Silence-056 when you port, you are essentially rebuilding the skeleton to the type that unity uses. you need to also adapt to the workflow of another person to a degree, and many people just throw stuff until it works. Re-rigging armatures is a pain that I do not wish upon even my worst enemies. it does not help being self taught, and having 0 monetary incentive. it makes a lot of sense to me that people who work in the field make good money. anyways, you re-rig, extract the textures and create materials, I'm very particular with material setups and lighting so that takes a bit, assign and edit the necessary physbones, then you build the logic. toggles, radials, etc. after that I go through all of the expressions and animate each one. I also go through EVERY gogo loco pose animation and edit the clipping legs/weird angled feet. then I put up a test upload to check clipping and to see where toggles overlap, bring it back into blender, mess with weights, and sculpt shapekeys to make things fit properly. after maybe 50 tests I work on refining textures and materials, add a proper lighting adjustment system, then SPS. I go to the lengths of making eyes squint, cheeks puff, tummies bulge, etc based on the plug depth. I am super passionate about it all, and I guess I just get bummed out seeing low effort from the majority
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Uhh...bump?
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BUMP UNITY PACKAGE PLS
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@renato.wertheim Was already aware. That was why I popped by.
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Bump.
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