Emi wrote:True. Internals are great here. I especially love the lighting (definitely, better than in the previous version). Even though the stomach is not very realistic, it still looks fantastic and I really enjoy the whole work!
One thing still looks alittle weird. The prey goes towards and back, and again and again (I'm now speaking about insertion part), and the slime strands are still all in the same place, but she had to tear them with her head when going in. This is my smalllll spoon of shit into your can of honey, sorry for that. I really really enjoy:) Do you use animated materials? I mean... all this "life" of internal walls - is this all made in the Hypershade, a play with materials? Very curious!
No worries. Although I do have to admit, I've never heard that "can of honey" thing before
There's a subtle wave deformer on the interior "slime" mesh, but other than that there's no separate animations on the materials. But due to the way I'm projecting the textures on to the mesh, the textures are moving inside the mesh when the mesh deforms. It works mostly fine, but this is also why it's a bit glitchy on a few parts (you can see the seams here and there), as it's not mapped with proper UVs, it's done with triplanar mapping, and the projection is world based, due to some other issues I had. This was mainly to save time, the desired effect was more of a happy coincidence. I'll probably do proper UVs at some point for the slime layer, or try a few fixes to it that should properly attach the textures, and just animate the texture manually instead of doing it like I did it now. As it is a bit limiting in many ways, and can cause some problems.
In case it wasn't clear. By the slime mesh I mean the transparent layer covering the red interior walls.