Nuki Raccoon: The DEI Program of Furry Erotica<p>Protip:<br>When doing shading on a <a href="https://yiff.life/tags/texture" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>texture</span></a> for <a href="https://yiff.life/tags/3Dmodeling" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>3Dmodeling</span></a>, especially for <a href="https://yiff.life/tags/VR" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>VR</span></a> <a href="https://yiff.life/tags/Avatars" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Avatars</span></a> or other characters in <a href="https://yiff.life/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a>, put it on a separate layer and export it as an Occlusion Map. Modern engines can make this look really good, especially in worlds that were designed with strong ambient <a href="https://yiff.life/tags/lighting" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>lighting</span></a>. It also makes it easier to edit the colors because you don't have to worry about the shading on them.</p><p>Also, use more than one material. It is not 2006. Not only should Clothing and Flesh NEVER share materials, but eyes, insides of mouths, horns, and unfurred areas on characters with fur, benefit greatly from having their own material with its own reflectivity. It especially helps in modern <a href="https://yiff.life/tags/VirtualWorlds" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>VirtualWorlds</span></a> like <a href="https://yiff.life/tags/Resonite" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Resonite</span></a> and <a href="https://yiff.life/tags/Overte" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Overte</span></a>, where this makes Avarars FAR more customizable.</p>