Okay, next I needed to decide which hair and tail to use. While older and in need of an update, I prefer Little Dragon’s bushy tail over Krystal’s default tail. Her default tail, while it looks really good with the tail rings, just seems too stiff for my liking. As far as the hair goes, I like Krystal’s hair, but I’ve used it so often now that I’m really wanting a new style. As such, I’ll use the older ziggy hair prop originally made for Furrette. While I do wish there was a version specifically fitted to Krystal, I find it can be made to fit well enough with a little tweaking.
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Programs used: DAZ Studio and Adobe Photoshop Elements 7
Models: Krystal by Little Dragon
Textures: Snow Leopard by Errik
Characters: Nathan and Mellonie belong to Nathan Ounce, please do not use without permission
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Programs used: DAZ Studio and Adobe Photoshop Elements 7
Models: Krystal by Little Dragon
Textures: Snow Leopard by Errik
Characters: Nathan and Mellonie belong to Nathan Ounce, please do not use without permission
Category Artwork (Digital) / General Furry Art
Species Unspecified / Any
Size 1024 x 640px
File Size 189.4 kB
> While older and in need of an update, I prefer Little Dragon’s bushy tail ....
I have plans for an update later this month. It'll mostly be dial-grouping and Studio materials, though. If you have any suggestions for enhancements (morphs, controls, etc.), now would be an excellent time to speak up.
> As such, I’ll use the older ziggy hair prop originally made for Furrette. While I do
> wish there was a version specifically fitted to Krystal ....
I could refit the existing hairstyle, as is, to Krystal easily enough, but the whole thing has certain shortcomings I'd rather address with a new-and-improved version 2, using the skills I've honed over the past five years since its initial release. I'll get to it after I complete the other two hairstyles currently in the pipeline.
I have plans for an update later this month. It'll mostly be dial-grouping and Studio materials, though. If you have any suggestions for enhancements (morphs, controls, etc.), now would be an excellent time to speak up.
> As such, I’ll use the older ziggy hair prop originally made for Furrette. While I do
> wish there was a version specifically fitted to Krystal ....
I could refit the existing hairstyle, as is, to Krystal easily enough, but the whole thing has certain shortcomings I'd rather address with a new-and-improved version 2, using the skills I've honed over the past five years since its initial release. I'll get to it after I complete the other two hairstyles currently in the pipeline.
> I have plans for an update later this month. It'll mostly be dial-grouping and Studio materials, though. If you have any suggestions for enhancements (morphs, controls, etc.), now would be an excellent time to speak up.
Oh neat! Thank you for letting me know, I look forward to it. :)
Let’s see, for additional morphs I would love to see dials for a skunk’s wider tail and a dragon’s/kangaroo’s slow-tapering tail. I would also like to be able to make the tail thicker and round out the tip. Perhaps an option to use the “Fit to” parameter as opposed to having to parent the tail would be nice, but not really important. Aside from those, my only complaint regarding the bushy tail has been that whenever I select its root node and try to focus the camera on it, the camera instead always goes to the point 0,0,0 in the scene.
> I could refit the existing hairstyle, as is, to Krystal easily enough, but the whole thing has certain shortcomings I'd rather address with a new-and-improved version 2, using the skills I've honed over the past five years since its initial release. I'll get to it after I complete the other two hairstyles currently in the pipeline.
A new and improved version for Krystal? I think I can wait for that! If you’re up for making it that would definitely be a bonus. I’m also intrigued by your mention of two other hairstyles. I can’t wait to see what you make next. :)
Oh neat! Thank you for letting me know, I look forward to it. :)
Let’s see, for additional morphs I would love to see dials for a skunk’s wider tail and a dragon’s/kangaroo’s slow-tapering tail. I would also like to be able to make the tail thicker and round out the tip. Perhaps an option to use the “Fit to” parameter as opposed to having to parent the tail would be nice, but not really important. Aside from those, my only complaint regarding the bushy tail has been that whenever I select its root node and try to focus the camera on it, the camera instead always goes to the point 0,0,0 in the scene.
> I could refit the existing hairstyle, as is, to Krystal easily enough, but the whole thing has certain shortcomings I'd rather address with a new-and-improved version 2, using the skills I've honed over the past five years since its initial release. I'll get to it after I complete the other two hairstyles currently in the pipeline.
A new and improved version for Krystal? I think I can wait for that! If you’re up for making it that would definitely be a bonus. I’m also intrigued by your mention of two other hairstyles. I can’t wait to see what you make next. :)
> Let’s see, for additional morphs I would love to see dials for a skunk’s
> wider tail and a dragon’s/kangaroo’s slow-tapering tail. I would also
> like to be able to make the tail thicker and round out the tip.
All right, I'll expand on the shaping morphs.
> Perhaps an option to use the “Fit to” parameter as opposed to having
> to parent the tail would be nice, but not really important.
I could make it a conformer, but results would vary by figure, and there would be serious posing issues when used on figures that already have rigged tails, as I don't want to rename all the bones.
> ... whenever I select its root node and try to focus the camera on it,
> the camera instead always goes to the point 0,0,0 in the scene.
* tinkers with CR2 file for a couple of minutes *
Fixed.
> wider tail and a dragon’s/kangaroo’s slow-tapering tail. I would also
> like to be able to make the tail thicker and round out the tip.
All right, I'll expand on the shaping morphs.
> Perhaps an option to use the “Fit to” parameter as opposed to having
> to parent the tail would be nice, but not really important.
I could make it a conformer, but results would vary by figure, and there would be serious posing issues when used on figures that already have rigged tails, as I don't want to rename all the bones.
> ... whenever I select its root node and try to focus the camera on it,
> the camera instead always goes to the point 0,0,0 in the scene.
* tinkers with CR2 file for a couple of minutes *
Fixed.
> All right, I'll expand on the shaping morphs.
Awesome, thank you :)
> I could make it a conformer, but results would vary by figure, and there would be serious posing issues when used on figures that already have rigged tails, as I don't want to rename all the bones.
Makes sense, don’t bother then.
> ... Fixed.
Thanks! :)
Awesome, thank you :)
> I could make it a conformer, but results would vary by figure, and there would be serious posing issues when used on figures that already have rigged tails, as I don't want to rename all the bones.
Makes sense, don’t bother then.
> ... Fixed.
Thanks! :)
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