slimJay said:
(Bare with me...it is my first OFFICIAL request post.)
You're familiar with the character. The modder who volunteers for the project might not be - they may not have played the game(s). You're asking for a fully-animated hairstyle and costume. So it's up to you to either provide extensive references (including video if possible) OR explain how the hair and costume ought to behave in-game.
For example - the bodysuit/flightsuit.
Is it ornamental or functional? Breasts in SDT have two movement modes - constrained (implying the presence of a bra) and unconstrained (implying nudity or loose/light clothing). Which option would be appropriate here? Do you want bouncy boobs for maximum sexiness, or suppressed jiggle because the character is a no-nonsense combat pilot? If you opt for bounciness, then how do you want to deal with the (apparently rigid) harness/collar/backpack piece? If it remains rigid then the breasts may clip through it; if it bounces then it may look wrong during gameplay (and/or offend fans because it's inauthentic). Similarly - does the front of the harness stretch as the character breathes, or is it completely rigid (e.g. armor)? In the latter case, the modder would need to drag it slightly outwards so that it can accommodate the fully-expanded ribcage.
Breast scaling is a complication. The costume includes rigid (or semi-rigid) elements which wrap under the breasts. What happens when the player slides the breasts to maximum size? Do we just keep the harness in its default shape (forcing the giant breasts to clip through it) and advise players to stick with a reasonable breast size? Alternatively, we could try to draw the "wrapping" pieces on the breast layer (so that they can be scaled to fit larger breasts) ... but then the "rigid" elements will also move around a lot during gameplay (breathing, linear bounce, jiggle, etc) which may look silly.
The hair requires some design decisions (or "creative input"). It seems to be canted 10-15° backwards when at rest -- as if it had been thoroughly hairsprayed. We can twist gravity accordingly (so that the hair strands will tends to orient themselves into a "straight line"). Or, we can retain the default scene gravity but add rigidity to the hairstyle (so that each strand will form a straight diagonal line as it moves away from her scalp, but the hairtips will curve downwards towards the floor). The latter option would probably yield more believable animation, but it would introduce a dependency on the Loader -- the project would no longer be a vanilla import.
There's a question of composition and layers. Would you want the modder to implement the costume as separate overlapping pieces so that you could present the character in various stages of undress (or mix-and-match it with costume elements from other mods, or just remove the armor/harness if it causes too much clipping in HJ scenes)? Separation and layering is
possible, but it demands additional work from the modder. If you don't mention it, and the modder implements the costume as a single piece, then it would be difficult to backfill the missing details. To avoid disappointment (for you) and wasted effort (for modders) it's best to clear about your expectations and goals.
Don't just ask for something simple but inadequate, with the expectation that it can be expanded/upgraded later. That's a dick move because it shows disrespect for the modder's contribution.
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These may seem like arcane technical questions (some of them definitely
are) but you don't need to give technical answers. Your job is to explain
what you know about the character or
what you expect from the mod so that modders can deliver something suitable. If you want to get fancy, then you can even take screenshots of SDT (e.g. using normal breasts and giant breasts) and then sketch a mockup of how the costume might fit. Or you can find an existing SDT costume which handles breast scaling well, and recommend that the modder copy the techniques used in that particular costume. Similarly, you could use animtools to put the character into unusual positions (e.g. upside down) and then sketch some rough lines showing how the hair ought to fall in such positions.
is there anything further?
Nigida's reference images provide 3-4 different colour schemes and hair lengths. You can leave this to the modder's discretion, but then you might be disappointed with the result. If you have a preference,
say so.
is there anything further?
One last question - are you willing to trace the vectors? Doing so shows initiative, makes the project more attractive to modders, and gives you an introduction to some of the tools and techniques that you'll need (if you ever decide to make mods of your own). It isn't mandatory, but it's an option to consider.
Especially if the Request thread goes silent and you're worried that it will never get fulfilled.
Nigida said:
Why do I want to see her ingame? I like her character, I like her hairstlye and I want to fap to it. Is there anything else needed?
I was hoping that the answer might be something like
"this is the standard flightsuit for female pilots in Zone of the Enders. If we do a good job on it (and make it RGB-shiftable) then we can add three or four additional characters to the roster as soon as we can draw their hairstyles."