creator cover Reiko
Reiko

Reiko 

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About

Subscriptions don't open access to any limited content because there's none (if i haven't missed tho), with only exception of "18+" tier, which is separate solely to avoid minors seeing this kind of content. Don't subscribe on that tier tho, there's not much of NSFW stuff anyways, and you will be dissapointed.
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My stance on ported stuff:
1. If not stated otherwise - you're allowed to use assets as much as you want with only these conditions: 
  A. It's not outright commercial use (although usage in monetized work like animations, pictures      and etc is fine)
  B. You're allowing others to use your modified work aswell.
  C. You credit me and other creators if written in credits of the uploads.
2. I don't mind uploads simillar to mine, situations happened when some people were independently making same characters, or publications in general. As long as my work isn't used - it's totally fine, this stuff happens and if anything, that's good for community to have options.
3. You're not required to donate. Donations are donations, by definitions this is a choice I will respect either way. if you want something to get ported, i might port it for free, just ask. But donations are always nice to receive, and it really encourages to continue.
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I take comissions, but
1. I don't want to spend millions of hours downloading/buying a game and searching for necessary tools to extract something. Be prepared to have assets blender ready so i could start working with them. Not a requirement, sometimes i might have tools and experience, but a very high possibility that I don't.
2. I don't do outright devilish stuff. I won't judge any political, religious stance, it's not my job to do, but i very much allow myself to decline any comission that i find discomforting to work with. Sexual content doesn't exactly fall under this category, but we all know it can get disturbing aswell. 
3. Discuss everything and set conditions clearly. I'm no magician that can read your mind, and also do miracles with source engine/blender and make it do something it doesn't suppose to. There's always technical limitations. With proper discussion we can avoid any confusion and misunderstanding, ensuring pleasant experience from the comission on both sides.

Future thingies:

Gotta port Chenxing from Snowbreak, since i really like her outfits here. Something about further left one activates my neurons and i want to port her. Since i've seen no .blend or MMD uploads on her, i might aswell also make blender port aswell, since why not. Can't be bothered with something complex on the model, but making simple rig and shader work won't take much i think.
PGM Hecate 2
My friend makes ARC9 weapons for fun, so far he did around ~8 i guess, but didn't publish them, it's more of a personal project for him I guess. Thing is, we like yapping about cursed guns and thus came to PGM Hecate 2 thing.
First of all - base model isn't made by me. I want to state it clear, because i don't want to take credit for model that i haven't made. This is base model:
https://sketchfab.com/3d-models/low-poly-pgm-hecate-ii-29384f63ab6b4ca0bfaf3baa96f6b07dWhat I did, is that i took the model and added customization on it. Yes, some of it is "lol funny xd" ones, but also some i think look pretty good still.

Snowbreak GMod port

Snowbreak port is getting closer with each day, i plan on porting as many characters as i can. Also Chenxing and Enya will get a revamp, i'll comeback to add things on them + fix many issues with Enya. But that's not all.

Телеграм замедляется, дискорд вводит тупые изменения

Мы живем в обществе конечно интересном, где будто всё обращено против люда простого. Причем ну я даже не только про телеграм ситуацию, которая полный сюрреализм и абсурд, но и про дискорд с его подтверждением возраста.
Но во ВКонтакте возвращаться я пока не планирую, и тем более открывать канал в МАХ или где-нибудь еще. Ну не хочу я, принципиально. Вместо этого я продолжу пока делать посты там где это возможно из текущих платформ, все-таки телеграм то не заблокирован окончательно, и дискорд свои нереальные обновления не вводил.
Однако как альтернатива этим платформам, что-ж, будет Бусти и удивительно говоря - Стим. Да, я не совсем желаю пока-что переходить на какие-то другие альтернативы, по типу Револта или Рута, куда многие люди начали с дискорда уходить. У меня больше доверия к Стиму, да и специфика моих публикаций позволяет это собственно. Пока-что это только набросок, пусть группа Стим и существует уже, но она закрыта на данный момент.
Хотелось бы конечно, чтобы у нас как-то всё для народа делалось. Телеграмские сервера в нейтральных эмиратах, Дуров у нас все еще гражданин России, но почему-то мессенджер плохой ибо да, как обычно мошенники и вербовки, которые где угодно будут происходить. Без интернета же как-то вербовали. Но да ладно, и так все всё понимают и мое мнение ничем не отличается от большинства по этому вопросу.

We're so back

Expanded assets are getting expanded even more. Kept it somewhat private for a while, but i think on posting it openly in near future
Scope of the addon is beyond just props btw. Although of course it's main purpose. There's few things that i have PLANNED, which I don't guarantee, but at least i think would be cool to make.
1. Functional entities
It's pretty much just usable props, like lockers that can be closed and opened. Technically an entity, but purpose is to be interactable prop more than anything.
2. Models from brush textures

Now we're back (i hope)

So, after my motherboard decided to die, HDD followed along. Shame, but it allowed for unprecedented opportunity to install linux mint. And i kinda like it already, despite just having it for a day, it's very easy to adapt.
Oh, and i love VALVE, unironically, they're so cool for having Proton free. Any other company would hide it behind a paywall, or subscription which would be even worse, but valvechads just tossed it out there, saying - "go ahead, boys, enjoy".
Now with that out of the way
DIsplacement model
https://steamcommunity.com/sharedfiles/filedetails/?id=3656335664
What is this? It's a flat plane with a lot of bones that you can manipulate via any tool that allows bone manipulation. Ragdoll Mover for example, which is used in screenshot. 
With that you can do pretty much any terrain you want, walls too (like caves). My personal recommendation is to use it with ragdoll mover and advanced material tool (so you could place any texture you want on it and manipulate said texture), also toss some scaling tools for good measure, they would come handy.
I'm still adjusting to linux though, so it might take a while considering studiomdl, which is compiler for source models, seems to be windows native. But hammer seems to work fine so far, at least you know, it launches and you can work in it, yet to see how it'll act in compilation but it's problems of my future self.

Forgot about y'all

GFL2
https://steamcommunity.com/sharedfiles/filedetails/?id=3625786413
https://steamcommunity.com/sharedfiles/filedetails/?id=3623690632
Two GFL2 ports happened thanks to Atla comission. Check his artwork btw, he's pushing graphical limits of Garry's mod casually. 
MGSV
MGS V props have been updated lately. It's a little hard to balance things out, so i did less than i wanted, but i wouldn't call comissions a bad distraction in this context. So, notably changes are:
1. Decreased the filesize, added some more custom props variants to "Random props" category (since you can't do anything with meshes in Garry's mod especially compared to Blender)
2. Fixed some culling, lighting and shading issues. In short - models look as good as i can make them considering self imposed restrictions (i could make proper phong exponent textures, but it would take insane amount of time + would be literal ~20-30% increase in filesize. Good enough is enough)
3. Props in "Random props" category have physics (mostly) and some normal have been rebaked to fit gmod standarts.
Plans?
Since i got used to share my ideas and thinking process here.
I don't think i'll come back to Fallout 4 props, despite me doing very solid work with optimising the whole process of porting static props. It's just not worth it for me, and I don't see the interest still. 
I'll continue on MGS V ports though, Afghanistan props are not quite finished yet, as i have planned to add more variations here and there + physics models and etc. Also i've been thinking of making LightmappedGeneric equivalents of many materials used. This won't affect the filesize, but will provide mappers with quite a lot of textures to play around with. Same with models, it's fairly simple for me to make props in question available to be placed as static_prop, and thus receiving map lighting and giving shadows.
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