Greetings you grotesque gamer gooners. Gaze and gawk at this garb of groin-girding gratification and glamorous gregariousness.
I started working on this "early" on in the ZSSv3 dev timeline, late summer 2021. I originally made a "Gris" swimsuit, but since I wanted to make something that could be actually used on a tourney stream, I had to do a regular ol' swim suit. Both would not be possible without SJ's full body texture work. This design is very heavily inspired by (eg. almost entirely lifted from but simplified) Houshou Marine's swimsuit Live2D outfit, originally revealed July 29, 2021.
That's right, this is a VTuber cosplay outfit and no one can stop me.
For your convenience, at the cost of my dwindling sanity, I have provided options for a customizable state of dress consisting of the following (and their associated shorthand code):
- 5 different hair styles (P/PH/B/Hd/Hb),
- Ponytail
- Ponytail w/ Hat
- Bun
- Hair Down
- Hair Back
- a hoodie (Hc/Ho),
- a crop top (Shi),
- some shorts (Sho),
- and sunglasses (Go/Gu)
Please find the combination of codes that meets your minimum of family-friendly beachwear out of the 180 different options. (For the cosmetics, you will unfortunately have to dig through the release to find what you want or render them on the spot, I couldn't be bothered to rename that many files.)
I do not expect this to run at a perfect 60fps in doubles or 4-player free-for-all, but should be fine for singles. The less clothes she has, the better her performance - in theory.
A simple color atlas plus grayscale texture files allow for easy color customization. Hoodie decals are separated out for easy replacement. Grayscale texture files are provided to also allow for more complex texture customization.
There is only one render scene made in the latest Blender 4.2 LTS. If that prevents your potato processor from opening the render scenes, sorry but not really. The newest Khronos PBR Neutral view transform is used as it more accurately tracks to the colors the a user selects in a normal desktop environment while maintaining a high dynamic range with appropriate color falloff for bright lights.
CSP2 style lights are included, but by default the scene is designed around more modern lighting. Eevee-Next based shadows and raytracing/global illumination means this will look different from other CSP2 renders.
The downloads for the premade renders are somewhat large, I would suggest rendering new ones as you need them.
Leave a comment down at the bottom for any customization/rendering complications.
Download
Main Download | Color Atlas Template | |
Premade Renders pt. 1 | Premade Renders pt. 2 | Premade Renders pt. 3 |
July 2021
I started Beach Samus by modeling out her feet. Honestly, it was probably the trickiest bit to not go overboard but still keep plenty of detail to look better than Pit's.
March 2022
Around this time, I finish a basic import of the Gris swimsuit and what I called at the time "Hot Girl Samus". Nowhere near ready to go, but it was working.
May 2022
Naively, I think I'm done after finishing the bikini and adding the ability to color it in shader. (Hint: I wasn't)
June 2022
One of my blockout poses ends up being one that would work well for Beach Samus. Not sure if I'll use it yet, but I'm thinking about it.
May 2024
Seeing Golden Bikini Week on Twitter reminded me of Beach Samus, so I work up the motivation to plan the work out for the rest of the outfit.
June 2024
I share Golden Week inspiration on CBM, but Nano deletes it.
Out of spite, and because it's funny, I post feet
The next day I finish the mesh for the clothes, the hat, the sunglasses, and some accessories. The glows are separated meshes so that it is "easy" to do custom graphics on the hoodie.
The next day, I finish the accessories.
In the next few days, I texture the clothes and setup a coloring atlas. It's a different coloring method than the other outfits, but for the simpler look of basic ass clothes it works. Technically patterned cloth is also doable; just set the corresponding area on the Atlas to white and then just paint on the texture directly. You'll see this done on a few areas in the release.
I then added references to the hat in what I call the default look.
I make the horrible mistake of finding out Samus has big "boss bitch" energy with the alternate hair styles and I commit to using them.
I did a few exports with mats and did a tease in CBM.
All that's left is to export to 180 different pacs. My plan is to import every object at once in one master pac and then save copies after deleting some objects. This way I can make sure the shaders, materials, and textures, are the same.
More teases.
"Unfortunate for me" was a bit of an understatement.
July 2024
I spent time during EVO weekend getting all of the pac files exported. Had to redo it partway through because of some mistakes that propagated through all the pacs. All that's left is to create the render scene.
I tried to get it all done by the end of the month, but with my love of procrastination, that wasn't happening. At least I can say I started the model polish in July, the last day of the month counts right?
August 2024
I finished the polish and posing on the first. I decide to go with a new pose outright.
One bit of fun was setting up toggles for all the different options, since frame permutations was not going to cut it. Similar to the pacs, I had to redo the renders a few times because of a mistake that propagated it's way through the renders. They did get finished, but there are 1260 images. I can't be bothered to rename the files to match the renders so you'll have to figure that one out or just rerender the ones you need on the spot.
It's still summer so this is still the right time to release right?
Download
Main Download | Color Atlas Template | |
Premade Renders pt. 1 | Premade Renders pt. 2 | Premade Renders pt. 3 |