…as she keeps posting more and more awesome stuff, but I don’t know if I’ll ever render this, though =)
I rendered the mullet hair with some other Cath products and freebies, and with the prototype of those custom eye meshes that I mentioned here before. It’s not entirely perfect yet, the morphs yet have to be done, but it’s still _something_. Maybe that’s just me and I’m imagining things, but I’d say I managed to get the shadow on the iris right. We usually paint it in, but in reality it reacts to light and isn’t symmetrical. Or so I see it in the mirror.
As of right now, these RadiumEyes accept Gen3 eye textures. Yeah yeah yeah, but I have a load of cool Gen3 eye maps that I wanted to use for other figures… now I can.
I plan to support Gen4 mapping, but I have to figure out first which software I have would be the easiest to move UVs around in over an image template. I don’t like UV mapping much, I confess. I’d rather see if it’s possible to make custom morphs for Arkis’s EYEDeaz, to fix the issues I encountered with those.
I also think that if I ever release those eyes (I don’t know if there is any demand for that… they have advantages, but disadvantages as well: they don’t distort with figure morphs as they’re independent meshes, but neither do they follow morphs, so manual scaling/positioning is a must for characters), they will come with lacrimal morphs for G/G2 (as I said, the possibility of me using G3 for real in the foreseeable is kinda slim; I just got a bunch of original Genesis goodies with a 90% discount, haha). Lacrimals have always been whacky, even with default eye shapes; and they aren’t static IRL, they do react to eye movement, if slightly, so to really do a good job, it should be an ERC kinda morph, controlled by the eye rotation amount.