Hair Tang: BIOG_HMF_HIR_HIR_PROAshley_Tang Hair Mask: BIOG_HMF_HIR_HIR_PROAshley_Mask Hair Norm: BIOG_HMF_HIR_HIR_PROAshley_Norm Hair Diff: BIOG_HMF_HIR_HIR_PROAshley_Diff HED_Norm: BIOG_HMF_HED_PROMorph_R.PROAshley.HMF_HED_PROAshley_Face_Norm_Stack HED Diff: BIOG_HMF_HED_PROMorph_R.PROAshley.HMF_HED_PROAshley_Face_Diff_Stack HED Scalp Norm: BIOG_HMF_HED_PROMorph_R.PROAshley.HMF_HED_PROAshley_Scalp_Norm_Stack HED Scalp Diff: BIOG_HMF_HED_PROMorph_R.PROAshley.HMF_HED_PROAshley_Scalp_Stack Using Gibbed, go to the raw data / player / appearances / headmorph / texture area. I really didn’t have much of an intention of ever using either until last night when I had weird moment and decided to make a Japanese character (I used to in almost every game I played back when I majored in the language).
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