Hey! Thank you for downloading this avatar! This is my second ever public Avatar release, so I hope you'll like it! (and that I did a good enough job with it...) Be it via a legitimate way, or second hand (yarr), I appreciate you taking a look at my stuff! Though if you got it second hand for "free", please consider supporting on the following links if you like what you see! It'll help me make more of these in the future! (SFW!) https://tatsubold.gumroad.com/ (NSFW!) https://www.patreon.com/TatsuBold If you don't have a dime to spare, you can also just tell your friends about it! Word-Of-Mouth goes a long way for that sort of stuff! Anyway, here's some notes about the avatar/model! - The Mobile version of the avatar still is rated at 'Poor' unfortunately due to its high triangle count for mobile platforms, but it should still be able to be compiled and used! - You can absolutely use this avatar in any sort of content, including spicy stuff! And you're even encouraged send them to me (@TatsuBoldAD on both Twitter and Bluesky!) as I'd love to see what people make with it! - You can use the FBX in 3d contexts (animations/renders)! And as mentioned above, it can be used for any sort of content! - This model does not come with an animation rig, only a basic skeleton, but you can make your own if you want to make animations or renders with it! - The substance files are located in the [root]/Raw/substance folder, you can use it to make your own retextures! And here's some notes about the shader! - You can use the shader for other avatars if you want, just PLEASE don't reupload it anywhere else, and only use it for your other avatars (if you intend on using it for more)! - For the "mask" texture; - The Red Channel is the outline mask, so red pixels will show the outline, and black pixels won't show an outline - The Green Channel is the highlight mask, just like the outline, the higher the green value, the more visible the highlights will be - The Blue Channel is the ambient occlusion mask, in this case, the darker the pixel the stronger the ambient occlusion will be - For the Fur and Eye Tint values, these values will get multiplied by their corresponding Hue/Saturation values! This is done so that people can change the hues via expressions! - If you want to just use a normal diffuse texture without any tints (for example, when using retextures), use the 'TINTLESS' version of the material! - The emissive texture is a MASK, not a colour texture! It will make the colours from the diffuse emissive! - You might need to change the Rim Light Tiling value if you can't see the little dots on the highlights! - For the Pattern A & B Vectors; - X corresponds to the X tiling of the screen-space UVs - Y corresponds to the Y tiling of the screen-space UVs - Z corresponds to the screen-space rotation of the UVs - W corresponds to the strength of the patterns