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Moko

Please do not re-upload this character and/or make derivatives, thanks for understanding!

Brief Story:

Moko was born in northern Savannah, in the camp that lies securely between two massive boulders, which protects herd from wind, occasional storms and other potentially aggressive tribes.

He is calm, witty, and resolute. Moko is a well-respected member of the herd and he'll do everything to prove it - this way he gained many friends in the tribe. Others, however, observe him as a powerful warrior: a well-built, toned and more muscular than average zebra stallion.

At twenty-three years old and three years into his service as a warrior, it seems like Moko has everything, especially a paired tribemate - Mira. It keeps up population high and reduces rivalry among other stallions.

Occasional matings in this tribe are considered as showcase of true loyalty to the tribe - especially if the act happens publicly.
And sometimes public copulation is mandatory for all tribe members, either for a fertility festival or solely for elders to prove that the tribe is still healthy and thriving.

Moko, however doesn't want to show his real detachment from the tribe, as his heart lies not here but somewhere further away, where herbivores have almost no power against fangs and claws, yet those 'fangs and claws' he managed to capture as a real lover.


Moko initially was my testbed model to see what FVNE is capable of, I tried to use as less vanilla content as possible and expected result is shifting away from toony style. It might be not for everyone, but I tried my best to sculpt more or less eye-candy base mesh.

Features:

  • The character uses A-Pose instead of T-Pose. It solves weird shoulder deformation (mostly).
  • Stripes are hand-painted in Substance Designer and it was a hell amount of work :D
  • Character features custom shaft, resembling more zebra-like genitalia rather than horse-like thingy. Slider "Growth" is finetuned to simulate Flare effect (when stallion is highly aroused or about to ejaculate).
  • Testicles have been re-sculpted and baked into much detailed and slightly more veiny normal map. Now it's not just boring smooth orbs. Slider "Inflation" also works vice versa: It deflates or "clench" testicles when character is about to ejaculate. Pairing this with "Offset" provides more realistic results (If tuned with care of course).
  • Loincloth is my attempt to make something like cloth simulation. It works as a Part, rather than Garment. This thing barely works, but still much better than Garment option.
  • Mane, Hair, Fur. I ditched the idea to use fur and fluff groups completely. Don't get me wrong, I like those techniques, but in my case it just didn't click. All hair is made as haircards in Blender.
    -Outside of standard custom emotes, I made one to simulate "anus clench" effect - it works as pelvic floor muscles that constricts with each spurt when male ejaculates.
Things that flawed and/or I wanted to improve:
  • Bind Poses. Yes, this is ultrakill to completely get rid of awkward or unrealistic poses (I wish we could export certain pose from interactions and completely re-sculpt it outside).
  • Stripes doesn't continuously match/Ears didn't blend nicely/Shaft is not placed precisely in the sheath - Those are outside of my scope unfortunately, as most of it done internally either with Dithering or rigging that does things under the hood.
  • Grin emote causes sheath to slide forward drastically. Honestly, no idea what causes it. Shape keys are intact, everything works flawlessly Blender, but in the game it's somehow broken.
  • Custom emotes are brief and basic. I could add the whole replacement of vanilla emotes, but it will take absurd amount of time for little gain, so mixing 20% of vanilla emotes + 80% of custom ones works very well.
Comments
SeKAmW0gc29ycnksIGJ1dCBpdCdzIGxpdGVyYWxseSBpbiB0aGUgVG9TOiBvbmNlIHlvdSB1cGxvYWQgYSBjaGFyYWN0ZXIgdG8gdGhlIHBsYXRmb3JtLCBvdGhlciB1c2VycyBhcmUgYWxsb3dlZCB0byBkb3dubG9hZCBhbmQgbW9kaWZ5IGl0LiBEZXJpdmF0aXZlIHdvcmtzIHdpbGwgYWx3YXlzIGNyZWRpdCB5b3UgYXMgdGhlIG9yaWdpbmFsIGNyZWF0b3IsIGJ1dCB5b3UgY2FuJ3Qgc3RvcCBwZW9wbGUgZnJvbSBtYWtpbmcgdGhlbQ==

I’m sorry, but it's literally in the ToS: once you upload a character to the platform, other users are allowed to download and modify it. Derivative works will always credit you as the original creator, but you can't stop people from making them

1 week, 5 days ago
UmVhbGx5IG5pY2UgemVicmFzIHlvdSBnb3QuIE9ubHkgdGhpbmdzIGkgd291bGQgc3VnZ2VzdCBpcyB0aGF0IHlvdSBjYW4gdHJ5IGFkZCBhZGRpdGlvbmFsIHBpeGVscyBhcm91bmQgdGV4dHVyZSBlZGdlIC0gZGlsYXRpb24gKGluIHN1YnN0YW5jZSBwYWludGVyLCBtYXJnaW4gaW4gYmxlbmRlcikgbGlrZSBtYWtlIG51bWJlciBhcm91bmQgMi00LCBtYXliZSA4LiBJdHMgbm90IGd1YXJhbnRlZWQgYnV0IHByb2JhYmx5IGNhbiByZW1vdmUgdmlzaWJsZSBlZGdlIG9uIHNoYWZ0LCBpIHRoaW5rIGl0cyBhdCBsZWFzdCBzaG91bGQgd29yayBmb3Igbm9ybWFsIG1hcCAod29ya2VkIGZvciBtZSB3aGVuIG1ha2luZyBub3JtYWwgbWFwcyBmb3IgbXkgc2hhZnRzIHBhY2spLiBZb3UgY2FuIGJha2Ugbm9ybWFsIG1hcCBpbiAyMDQ4IGFuZCBsb3dlciBpdHMgcmVzb2x1dGlvbiB0byAxMDI0IHdpdGggaW1hZ2UgZWRpdG9yIChpIHVzZSBrcml0YSkgYW5kIGl0cyBzaG91bGQgZ2l2ZSB5b3UgYWxtb3N0IHRoZSBzYW1lIGxvb2sgb24gc2hhZnQgYnV0IDEwMjQgZ29pbmcgdG8gYmUgbGlnaHRlciBidXQgaXRzIG1vcmUgb2YgYSBwZXJzb25hbCBwcmVmZXJlbmNlcyBzbyBpZiB5b3UgZG9udCB3YW50IHlvdSBjYW4ga2VlcCBpdCAyMDQ4

Really nice zebras you got. Only things i would suggest is that you can try add additional pixels around texture edge - dilation (in substance painter, margin in blender) like make number around 2-4, maybe 8. Its not guaranteed but probably can remove visible edge on shaft, i think its at least should work for normal map (worked for me when making normal maps for my shafts pack). You can bake normal map in 2048 and lower its resolution to 1024 with image editor (i use krita) and its should give you almost the same look on shaft but 1024 going to be lighter but its more of a personal preferences so if you dont want you can keep it 2048

an hour ago
eW91IGFsc28gY2FuIG1ha2Ugc2hhZnQgdXJldGhyYSBtb3JlIHNtb290aCBzaW5jZSB5b3UgZ290IGxpa2UgMWsgdmVydGljZXMgYmVmb3JlIGxpbWl0IChpIHVzdWFsbHkgc3RvcCBhcm91bmQgMzgwMCB2ZXJ0aWNlcyB0byBoYXZlIGJ1ZmZlciBmb3Igc2VhbSB2ZXJ0aWNlcyBkdXBsaWNhdGluZykgYnV0IHRoZW4geW91IG5lZWQgdG8gcmVkbyB0ZXh0dXJlcyBzbyBpZiB5b3UgZG9udCB3YW50IHRoZW4gaXRzIGZpbmU=

you also can make shaft urethra more smooth since you got like 1k vertices before limit (i usually stop around 3800 vertices to have buffer for seam vertices duplicating) but then you need to redo textures so if you dont want then its fine

an hour ago
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  • First uploaded: 1 week, 6 days ago
  • Last updated: 1 week, 6 days ago
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