June 1, 2025

News, Poll, and Where the Grind is Happening Right Now

Hi everyone, let me quickly bring you up to speed on what's going on.

First off, thank you all for your continued support! You guys are awesome and keep me motivated. More content is coming - I'm working hard to finish these projects as quickly as possible.

Maps

With a new improved importing workflow, I'm now able to import bigger quantities of maps into WL. It's so efficient that whenever I spot a cool model, I just throw it into the pipeline immediately. As a result, I'm currently sitting on dozens of map ports cooking. Check out my projects channel on Wild Sanctum.

Skinned-mesh outfits

Since the new "user skinned mesh" tool was released in the latest WL build, I've jumped right into it. I'm currently in Blender slicing WL outfits into separate pieces, each with its own material slot. I'm also attempting to transfer these outfits onto other characters. It's slow and tedious (the devs aren't providing this officially), but I think it'll be worth it. Starting with Maya models first, wish me luck.

Skinned Hair

Early tests for skinning custom hairs look promising. What does this mean exactly? Imagine if the custom hairs we imported into WL could deform with the character's body. The new skinned mesh tool makes this possible. It works pretty well so far but still needs a bit more testing and adjustments before it's ready for use.

Custom skinned outfits

Just like with custom hair, custom outfits are also on my list to test and implement. However, this area requires even more work, effort, and patience (and more coffee too).

So yeah, if you wondered why content releases (especially sculpted characters) slowed down recently - it's because of all this grind going on behind the scenes. With a bit more patience and some crunch time, content will start flooding soon starting with the usual - characters.

I also want to introduce some updates about my content releases going forward.

New benefits

โณ Early Access: Every patreon tier now gets that 4-6 week head-start on Basic drops (more on that below)

๐Ÿงช Experimental Requests: Patronus tier subs can pick any in-game outfit, Iโ€™ll refit it to the character you want via the new skinning tool.

New release system

โ†’ Basic (high-volume, simple)

Raw models, textures & basic characters โ€“ no polish. Posted for everyone, all subs get 4โ€“6 weeks early access benefit

โ†’ Polished (lower-volume, upgraded)

Custom models, remastered textures/materials, sculpted characters, lighting & interactive elements added in the scene. WL outfits re-imported with separate material slots (optional re-skin to other characters). Posted for patrons with Unlocked Content: Premium Extras benefit

The main reason for this split is that I've realized how much time and energy polishing takes. It's a creative process that can easily stall when inspiration runs out. Some of my map projects have actually died because of this, and I'd like to avoid that by at releasing "no-polish" versions without stressing over it. For you guys, this means you'll get the raw models and textures with the basic releases, without additional adjustments like scene building, lighting, interactivity, texture optimizations, etc.

I'd love your input on all these changes. Please vote in the poll and feel free to leave comments with your thoughts for specifics. Thanks!