xxsjxx Posted March 29, 2020 Posted March 29, 2020 23 hours ago, LeanJuancito said: It is, indeed, possible. It just would be a bit harder to make due to her body type. Actually there's a summer Lunalu model (low-ish poly) in the background on the map which you could probably use.
Popular Post xxsjxx Posted March 30, 2020 Popular Post Posted March 30, 2020 0.mp4 1ULT.mp4 Finished nude Metera and included a half-nude version too. There's some minor issues with the outline and shading, but eh. I spent too much time on her already lol. Boobs are rebuilt, so was the butt, in order to fix the normals (shading). I tried to keep it accurate to the in-game model. Arms and legs are from Yggy, but I tweaked proportions. I'm probably gonna go back to modding DB FighterZ since I um, have way too many unfinished mods. Check out my patreon: patreon.com/xxsjxx DOWNLOAD: METERA Nude.rar METERA Half nude.rar Nude pics in spoiler Spoiler Half Nude: Spoiler 36
naturalplayboy Posted March 30, 2020 Posted March 30, 2020 honestly, I wasn't expecting the nude mod to be this good. Thanks a lot for sharing waiting for best girl Ferry 1
hilbo75 Posted March 30, 2020 Posted March 30, 2020 her face or her body looks very slightly off color
xxsjxx Posted March 30, 2020 Posted March 30, 2020 1 hour ago, hilbo75 said: her face or her body looks very slightly off color The models are all like this in the vanilla game, which is odd.
hilbo75 Posted March 30, 2020 Posted March 30, 2020 19 minutes ago, xxsjxx said: The models are all like this in the vanilla game, which is odd. ah well, as long as its accurate to the others its fine then. probably just more noticeable since shes not wearing anything lol
IonOfTime Posted March 30, 2020 Posted March 30, 2020 Thanks for all your work! Will definitely be using the half-nude version. 1
Aneox Posted March 31, 2020 Posted March 31, 2020 @xxsjxx I use another method to mod UE4 games, for example, Code Vein, and I'm wondering if the method I use will work as intended. This is what I usually do: - Exporting models from uModel Viewer as .psk, then I import them to Blender with the plugin available for .psk models. - Do all the stuff needed in Blender and export it as FBX. - Import it to UE4, do al the stuf needed (folder structure, placing material instances according to their references...) and save it all. - When I pack it, I don't use the UE4 .pak feature, but instead, export it without that option. Then, I get rid of the unnecessary files (mat instances for recerences and that stuff). - Finally, I use a script to make the .pak file, and place it inside the "~mods" folder. Do you know if this would work? Thank you in advance!
xxsjxx Posted March 31, 2020 Posted March 31, 2020 2 minutes ago, Aneox said: @xxsjxx I use another method to mod UE4 games, for example, Code Vein, and I'm wondering if the method I use will work as intended. This is what I usually do: - Exporting models from uModel Viewer as .psk, then I import them to Blender with the plugin available for .psk models. - Do all the stuff needed in Blender and export it as FBX. - Import it to UE4, do al the stuf needed (folder structure, placing material instances according to their references...) and save it all. - When I pack it, I don't use the UE4 .pak feature, but instead, export it without that option. Then, I get rid of the unnecessary files (mat instances for recerences and that stuff). - Finally, I use a script to make the .pak file, and place it inside the "~mods" folder. Do you know if this would work? Thank you in advance! It's the same process only with extra steps. You need normals, vertex paint and UV's. Which is why I suggested GLTF and then converting that to fbX. Also need to create outline. Psk will kill normals and doesnt have all UV sets, or vertex paint
Aneox Posted March 31, 2020 Posted March 31, 2020 1 hour ago, xxsjxx said: It's the same process only with extra steps. You need normals, vertex paint and UV's. Which is why I suggested GLTF and then converting that to fbX. Also need to create outline. Psk will kill normals and doesnt have all UV sets, or vertex paint Well, there are a few tricks in Blender that can solve the normals problem... but I will try with the .gltf extraction for sure. @xxsjxx Tell me if I'm right or wrong with this please: if I export the model as .gltf, import it to Blender, do whatever, export it as FBX... then when I import it to UE4, will it keep normals, vertex paint and UV sets? I may try this one of these days, so this info will save me much planning work beforehand. Thanks in advance again! ^^ [EDIT] P.D: Which version of UE4 does this game use?
xxsjxx Posted March 31, 2020 Posted March 31, 2020 43 minutes ago, Aneox said: Well, there are a few tricks in Blender that can solve the normals problem... but I will try with the .gltf extraction for sure. @xxsjxx Tell me if I'm right or wrong with this please: if I export the model as .gltf, import it to Blender, do whatever, export it as FBX... then when I import it to UE4, will it keep normals, vertex paint and UV sets? I may try this one of these days, so this info will save me much planning work beforehand. Thanks in advance again! ^^ [EDIT] P.D: Which version of UE4 does this game use? When importing to UE4, there's an option to import normals and tangents. It should keep vertex paint and UV's, as you can see in my mods. Use Unreal engine 4.21, there's an AES key in one of my first posts (check the link). I recommend joining the gbf modding discord: https://discord.gg/saNqxUr
carbonclockcounter Posted March 31, 2020 Posted March 31, 2020 On 3/27/2020 at 10:56 PM, Valleni said: I found this on a Japanese website https://animanch.com/archives/20201946.html Spoiler Did someone here make this? Where is that Lyria mod from?
Valleni Posted March 31, 2020 Posted March 31, 2020 10 hours ago, Cerophono said: Did someone here make this? Where is that Lyria mod from? The thing is I only found the picture. I've been looking for a while now and can't find anything. I was hoping someone knew where to find it.
Aneox Posted March 31, 2020 Posted March 31, 2020 12 hours ago, xxsjxx said: When importing to UE4, there's an option to import normals and tangents. It should keep vertex paint and UV's, as you can see in my mods. Use Unreal engine 4.21, there's an AES key in one of my first posts (check the link). I recommend joining the gbf modding discord: https://discord.gg/saNqxUr Yes, that's what I always use to import FBX to UE4. I may start modding this game soon. I joined the discord server too, thanks for the link ^^ 1
27X Posted April 1, 2020 Posted April 1, 2020 On 3/14/2020 at 5:45 PM, hilbo75 said: i feel like i see terryxx make progress in lots of things and then ditch them after a month or two like with dragonball fighterz, soul calibur, and code vein private discord
Guest Posted April 2, 2020 Posted April 2, 2020 got bored of this game tho, wish someone cold port models to xps format so i could delete teh game to save sum space ;o
CycloBig Posted April 5, 2020 Posted April 5, 2020 So I tried editing bodies in blender. Once I added the mod to the game the characters bodies would not be there. Just their heads. I imagine I did something wrong in the Import/Export process. The bodies would show up in the super animations somewhere else, with my edits, stuck in a T pose. I exported as gltf, Imported to blender, did some edits just to test it, exported as fbx, and Imported to ue4 to cook it. What are Important settings to have when Importing/Exporting?
xxsjxx Posted April 5, 2020 Posted April 5, 2020 7 hours ago, CycloBig said: So I tried editing bodies in blender. Once I added the mod to the game the characters bodies would not be there. Just their heads. I imagine I did something wrong in the Import/Export process. The bodies would show up in the super animations somewhere else, with my edits, stuck in a T pose. I exported as gltf, Imported to blender, did some edits just to test it, exported as fbx, and Imported to ue4 to cook it. What are Important settings to have when Importing/Exporting? Before repacking, delete the XXX_body_PhysicsAsset and XXX_body_skeleton files. XXX being your character, e.g. MET or ZET for metera/zeta. Located here: "Content\Chara\XXX\Costume01\Mesh" One other issue (for me at least) is the rig. I use the .PSK (instead of GLTF) for the rig, as the GLTF doesn't work properly for me. So re-export the model from uModel again as a .PSK, convert that to an fbx and use that as the skeleton, transfer the weights over and it should work. There's also a video I linked in page 2 to help as well. 1
CycloBig Posted April 6, 2020 Posted April 6, 2020 23 hours ago, xxsjxx said: Before repacking, delete the XXX_body_PhysicsAsset and XXX_body_skeleton files. XXX being your character, e.g. MET or ZET for metera/zeta. Located here: "Content\Chara\XXX\Costume01\Mesh" One other issue (for me at least) is the rig. I use the .PSK (instead of GLTF) for the rig, as the GLTF doesn't work properly for me. So re-export the model from uModel again as a .PSK, convert that to an fbx and use that as the skeleton, transfer the weights over and it should work. There's also a video I linked in page 2 to help as well. I tried to replicate a Lyria mod that I saw in a pic posted earlier which seem easy for a test, but the model wouldn't show up. It looks like my issue was the rig too. I tried what you said and the body shows up fine now. It shows up with some weird shadows at the menu, though. Those shadows don't show up elsewhere. At least I know why the body wouldn't show up now. Thanks! 4
xxsjxx Posted April 6, 2020 Posted April 6, 2020 1 hour ago, CycloBig said: It shows up with some weird shadows at the menu, though. Those shadows don't show up elsewhere. At least I know why the body wouldn't show up now. Thanks! Those "shadows" must be the outline I assume? I gonna take a guess you have a duplicate model of the mesh, and tried expanding it, but forgot to invert/reverse normals. But the fact that it's black, as opposed to a brown (darker shade of the skin) makes it seem like a different issue, perhaps you manually made it black. Could be an issue with materials/material order? Hmm, I haven't messed with Lyria to know why this is an issue though, maybe the game is trying to create an outline or something. Additionally, there's "blue/teal/cyan" vertex paint stored on the body, which makes parts under the dress permanently shaded. If you wanna fix it, change it to white (i think), well I just color sample other parts of the normally lit body, and paint over the shaded blue parts. Anyways, nice progress! Hopefully one day we can figure out how to get proper outlines, as Arc Sys generate outlines based on the original mesh, and use a bunch of functions or whatever to expand it. Vertex Alpha is used to control the thickness of the outline I believe. One issue I think is the "OutlineMaterialIndex", which is missing from my imports. Seems to be an array stored inside "FSkeletalMeshLODInfo" 4
GutsR Posted April 13, 2020 Posted April 13, 2020 Any chance any1 could make a mod for zeta that has her loose hair version all the time? I can't find any1 who did that yet! Thanks a bunch in advance!
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