Hair that moves with the head, and better hairstyles
- No more head poking through the hair: hair and beards are now skinned to the body's own skeleton with the head's bone weights, the same way the skin is. Before, they rode the head joint. The engine smoothed that joint between physics ticks while the skinned head only updated once per tick, and the back of the skull is partly weighted to the neck. Together these let the scalp show through as the head moved and turned. A new test turns and nods the head hard on both bodies and checks the scalp never comes through. The same test fails on the old rigid hair.
- Hairlines: the shell under the cards is cut finely along the hairline and thins out into strands there, instead of ending in the head's big triangles. Cards near the hairline narrow to points, so slicked-back styles get a combed, ragged edge instead of square steps. Slicked hair lies on the actual skin rather than a fitted ellipsoid that floated in front of the forehead.
- Braids, buns, topknots and the ponytail have solid, striated cores under their loose strands. Braids are two rows of woven lobes, knots are wound with a twist and loose strands, and the ponytail hangs from its tie in a curve.
- Fixes to individual styles:
- The male braid is combed back to the nape, with no strands sticking out past the ears.
- The bob frames the face, with a short blunt fringe clear of the eyes.
- The crest's strip no longer shows as a flat block.
- Shading: the shell carries the same strands as the cards, the highlight is softer (no grey sheen on dark hair), and the strand texture is regenerated in clumps with more body towards the tips. Both hair textures now have mipmaps.
- Performance: meshes are built indexed and stay inside the 4,500-triangle budget, now counted in real triangles: the worst case is Braid + Long beard at 4,465. The head's sampling data is built once per body.
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.