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[Wip] Official Tnt Custom Race Thread - Or, What The Femboy Idea Turned Into


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Posted

 

I am really excited to play with the trap race. Can someone explain to me how to put the .nif archives in the game? (I am a newbie with mods and not even good with a computer tbh, printscreens will be awesome.)

 

Which one did you download exactly ? If you could specify that it'd help a ton.

 

 

Thanks for the reply. I downloaded the archive of the main post, the "alpha mesh" (i dont know any other).

Posted

 

 

I am really excited to play with the trap race. Can someone explain to me how to put the .nif archives in the game? (I am a newbie with mods and not even good with a computer tbh, printscreens will be awesome.)

 

Which one did you download exactly ? If you could specify that it'd help a ton.

 

 

Thanks for the reply. I downloaded the archive of the main post, the "alpha mesh" (i dont know any other).

 

 

well here's your problem:a nif file isn't an archive, it's just a 3d model. The mod as it is hasn't been released yet, whether it's mine or someone else's. So to play with it you'll have to be patient.

Posted

 

Hey ItalianDragon ... any news for us that are so eagerly waiting on this gorgeous mod's completion?

 

Heyo Sezuel !

 

Firstly I want to apologize for the leeeeengthy silence of mine. A bunch of things happened since last time I posted but here's a breakdown: in November my GPU went kaputt and I was back on track only a month later on a new RIG (like entirely new as pretty much everything aside from the PSU, hard drives and blu-ray reader are new). I didn't manage to work on the mod for a long time though mostly because of the university as I had a lot of work to do and whatnot (here they mostly give you things to do at home instead of making tests in class). Nevertheless I've reinstalled my software and whatnot. Also right before going into vacations my PS2 port in my mobo decided to commit seppuku and I thus ended without a keyboard.

*SNIP*

 

EDIT: I've resolved the plugin issue. Now I just have to figure out why the mesh I tried to fix with Blender is showing with a bright white color instead of the dark gray one normally used in 3ds max.

 

EDIT 2: Material problem resolved ! I can resume working on it properly :)

 

 

extremely glad to see you are making leeps and bounds of progress despite the issues you've been having

Posted

 

 

Hey ItalianDragon ... any news for us that are so eagerly waiting on this gorgeous mod's completion?

 

Heyo Sezuel !

 

Firstly I want to apologize for the leeeeengthy silence of mine. A bunch of things happened since last time I posted but here's a breakdown: in November my GPU went kaputt and I was back on track only a month later on a new RIG (like entirely new as pretty much everything aside from the PSU, hard drives and blu-ray reader are new). I didn't manage to work on the mod for a long time though mostly because of the university as I had a lot of work to do and whatnot (here they mostly give you things to do at home instead of making tests in class). Nevertheless I've reinstalled my software and whatnot. Also right before going into vacations my PS2 port in my mobo decided to commit seppuku and I thus ended without a keyboard.

*SNIP*

 

EDIT: I've resolved the plugin issue. Now I just have to figure out why the mesh I tried to fix with Blender is showing with a bright white color instead of the dark gray one normally used in 3ds max.

 

EDIT 2: Material problem resolved ! I can resume working on it properly :)

 

 

extremely glad to see you are making leeps and bounds of progress despite the issues you've been having

 

 

Well I said it a while back: I ain't giving up on making this mod happen. ATM I'm just trying to figure out how the fudge I can do a paste over of the skeleton so  can get the fixed mesh working (importing the model who had the skeleton and was working in the game for whatever reason gives me an invisible model in 3ds max for whatever reason >.> Perhaps if I try to solve that it'd be easier as after all I now know who's the culprit behind the issues II was having. What I've been trying to figure out as well is how to make the body work with Outfit Studio 2 as well since it'd make the outfit conversion a heck of a lot easier to do. In all cases once I'll have managed to test the fixed mesh in the game and realigned it (someone here pointed out to me that it's slightly misaligned so if I want to avoid gaps I need to solve that) I'll move on the "fat" mesh so that it's effectively working with sliders and all.

 

In essence I'm close to being done with the most difficulty parts of this project. The rest is just a texturing job and well I'm much much more experienced in photoshop than I am in 3d modelling so in comparison it's gonna be a cakewalk.  Plus as I've said with Outfit Studio 2, porting the outfits to my body mods would be extremely quick and easy (like I've seen a video Caliente did of that and he/she ported a vanilla outfit to her/his CBBE body in like 5 minutes tops).

 

So all in all while the progress is slow its definitely happening :)

 

  • 1 month later...
Posted

This makes me wonder, are there any unp slim etc bodies modified to be without the vagina? It would be simple to just use schlongs for females to create a "femboy" type character.

Posted

This makes me wonder, are there any unp slim etc bodies modified to be without the vagina? It would be simple to just use schlongs for females to create a "femboy" type character.

The Kalena Rios follower has the Fair Skin texture adjusted to remove the vagina. The Bodyslide UUNP Shemale Body had the vagina mesh removed but that is no longer available for download.

Posted

 

 

 

 

Hey ItalianDragon ... any news for us that are so eagerly waiting on this gorgeous mod's completion?

 

Heyo Sezuel !

 

Firstly I want to apologize for the leeeeengthy silence of mine. A bunch of things happened since last time I posted but here's a breakdown: in November my GPU went kaputt and I was back on track only a month later on a new RIG (like entirely new as pretty much everything aside from the PSU, hard drives and blu-ray reader are new). I didn't manage to work on the mod for a long time though mostly because of the university as I had a lot of work to do and whatnot (here they mostly give you things to do at home instead of making tests in class). Nevertheless I've reinstalled my software and whatnot. Also right before going into vacations my PS2 port in my mobo decided to commit seppuku and I thus ended without a keyboard.

*SNIP*

 

EDIT: I've resolved the plugin issue. Now I just have to figure out why the mesh I tried to fix with Blender is showing with a bright white color instead of the dark gray one normally used in 3ds max.

 

EDIT 2: Material problem resolved ! I can resume working on it properly :)

 

 

extremely glad to see you are making leeps and bounds of progress despite the issues you've been having

 

 

Well I said it a while back: I ain't giving up on making this mod happen. ATM I'm just trying to figure out how the fudge I can do a paste over of the skeleton so  can get the fixed mesh working (importing the model who had the skeleton and was working in the game for whatever reason gives me an invisible model in 3ds max for whatever reason >.> Perhaps if I try to solve that it'd be easier as after all I now know who's the culprit behind the issues II was having. What I've been trying to figure out as well is how to make the body work with Outfit Studio 2 as well since it'd make the outfit conversion a heck of a lot easier to do. In all cases once I'll have managed to test the fixed mesh in the game and realigned it (someone here pointed out to me that it's slightly misaligned so if I want to avoid gaps I need to solve that) I'll move on the "fat" mesh so that it's effectively working with sliders and all.

 

In essence I'm close to being done with the most difficulty parts of this project. The rest is just a texturing job and well I'm much much more experienced in photoshop than I am in 3d modelling so in comparison it's gonna be a cakewalk.  Plus as I've said with Outfit Studio 2, porting the outfits to my body mods would be extremely quick and easy (like I've seen a video Caliente did of that and he/she ported a vanilla outfit to her/his CBBE body in like 5 minutes tops).

 

So all in all while the progress is slow its definitely happening :)

 

Any chance we'll have a working version for the release of Special Edition?
Posted

 

 

 

 

 

Hey ItalianDragon ... any news for us that are so eagerly waiting on this gorgeous mod's completion?

 

Heyo Sezuel !

 

Firstly I want to apologize for the leeeeengthy silence of mine. A bunch of things happened since last time I posted but here's a breakdown: in November my GPU went kaputt and I was back on track only a month later on a new RIG (like entirely new as pretty much everything aside from the PSU, hard drives and blu-ray reader are new). I didn't manage to work on the mod for a long time though mostly because of the university as I had a lot of work to do and whatnot (here they mostly give you things to do at home instead of making tests in class). Nevertheless I've reinstalled my software and whatnot. Also right before going into vacations my PS2 port in my mobo decided to commit seppuku and I thus ended without a keyboard.

*SNIP*

 

EDIT: I've resolved the plugin issue. Now I just have to figure out why the mesh I tried to fix with Blender is showing with a bright white color instead of the dark gray one normally used in 3ds max.

 

EDIT 2: Material problem resolved ! I can resume working on it properly :)

 

 

extremely glad to see you are making leeps and bounds of progress despite the issues you've been having

 

 

Well I said it a while back: I ain't giving up on making this mod happen. ATM I'm just trying to figure out how the fudge I can do a paste over of the skeleton so  can get the fixed mesh working (importing the model who had the skeleton and was working in the game for whatever reason gives me an invisible model in 3ds max for whatever reason >.> Perhaps if I try to solve that it'd be easier as after all I now know who's the culprit behind the issues II was having. What I've been trying to figure out as well is how to make the body work with Outfit Studio 2 as well since it'd make the outfit conversion a heck of a lot easier to do. In all cases once I'll have managed to test the fixed mesh in the game and realigned it (someone here pointed out to me that it's slightly misaligned so if I want to avoid gaps I need to solve that) I'll move on the "fat" mesh so that it's effectively working with sliders and all.

 

In essence I'm close to being done with the most difficulty parts of this project. The rest is just a texturing job and well I'm much much more experienced in photoshop than I am in 3d modelling so in comparison it's gonna be a cakewalk.  Plus as I've said with Outfit Studio 2, porting the outfits to my body mods would be extremely quick and easy (like I've seen a video Caliente did of that and he/she ported a vanilla outfit to her/his CBBE body in like 5 minutes tops).

 

So all in all while the progress is slow its definitely happening :)

 

Any chance we'll have a working version for the release of Special Edition?

 

 

From what I've been able to see, getting mods to work on the Special Edition isn't too difficult. That said a lot of mods are gonna have to be updated to work on it (like SkyUI, FNIS,etc...).

 

Posted

 

 

 

 

 

 

Hey ItalianDragon ... any news for us that are so eagerly waiting on this gorgeous mod's completion?

 

Heyo Sezuel !

 

Firstly I want to apologize for the leeeeengthy silence of mine. A bunch of things happened since last time I posted but here's a breakdown: in November my GPU went kaputt and I was back on track only a month later on a new RIG (like entirely new as pretty much everything aside from the PSU, hard drives and blu-ray reader are new). I didn't manage to work on the mod for a long time though mostly because of the university as I had a lot of work to do and whatnot (here they mostly give you things to do at home instead of making tests in class). Nevertheless I've reinstalled my software and whatnot. Also right before going into vacations my PS2 port in my mobo decided to commit seppuku and I thus ended without a keyboard.

*SNIP*

 

EDIT: I've resolved the plugin issue. Now I just have to figure out why the mesh I tried to fix with Blender is showing with a bright white color instead of the dark gray one normally used in 3ds max.

 

EDIT 2: Material problem resolved ! I can resume working on it properly :)

 

 

extremely glad to see you are making leeps and bounds of progress despite the issues you've been having

 

 

Well I said it a while back: I ain't giving up on making this mod happen. ATM I'm just trying to figure out how the fudge I can do a paste over of the skeleton so  can get the fixed mesh working (importing the model who had the skeleton and was working in the game for whatever reason gives me an invisible model in 3ds max for whatever reason >.> Perhaps if I try to solve that it'd be easier as after all I now know who's the culprit behind the issues II was having. What I've been trying to figure out as well is how to make the body work with Outfit Studio 2 as well since it'd make the outfit conversion a heck of a lot easier to do. In all cases once I'll have managed to test the fixed mesh in the game and realigned it (someone here pointed out to me that it's slightly misaligned so if I want to avoid gaps I need to solve that) I'll move on the "fat" mesh so that it's effectively working with sliders and all.

 

In essence I'm close to being done with the most difficulty parts of this project. The rest is just a texturing job and well I'm much much more experienced in photoshop than I am in 3d modelling so in comparison it's gonna be a cakewalk.  Plus as I've said with Outfit Studio 2, porting the outfits to my body mods would be extremely quick and easy (like I've seen a video Caliente did of that and he/she ported a vanilla outfit to her/his CBBE body in like 5 minutes tops).

 

So all in all while the progress is slow its definitely happening :)

 

Any chance we'll have a working version for the release of Special Edition?

 

 

From what I've been able to see, getting mods to work on the Special Edition isn't too difficult. That said a lot of mods are gonna have to be updated to work on it (like SkyUI, FNIS,etc...).

 

in other words, may have to do some updating on this before work can continue and there for unlikely that we'll get a working (if not buggy) version to play with

Posted

 

 

 

 

 

 

 

Hey ItalianDragon ... any news for us that are so eagerly waiting on this gorgeous mod's completion?

 

Heyo Sezuel !

 

Firstly I want to apologize for the leeeeengthy silence of mine. A bunch of things happened since last time I posted but here's a breakdown: in November my GPU went kaputt and I was back on track only a month later on a new RIG (like entirely new as pretty much everything aside from the PSU, hard drives and blu-ray reader are new). I didn't manage to work on the mod for a long time though mostly because of the university as I had a lot of work to do and whatnot (here they mostly give you things to do at home instead of making tests in class). Nevertheless I've reinstalled my software and whatnot. Also right before going into vacations my PS2 port in my mobo decided to commit seppuku and I thus ended without a keyboard.

*SNIP*

 

EDIT: I've resolved the plugin issue. Now I just have to figure out why the mesh I tried to fix with Blender is showing with a bright white color instead of the dark gray one normally used in 3ds max.

 

EDIT 2: Material problem resolved ! I can resume working on it properly :)

 

 

extremely glad to see you are making leeps and bounds of progress despite the issues you've been having

 

 

Well I said it a while back: I ain't giving up on making this mod happen. ATM I'm just trying to figure out how the fudge I can do a paste over of the skeleton so  can get the fixed mesh working (importing the model who had the skeleton and was working in the game for whatever reason gives me an invisible model in 3ds max for whatever reason >.> Perhaps if I try to solve that it'd be easier as after all I now know who's the culprit behind the issues II was having. What I've been trying to figure out as well is how to make the body work with Outfit Studio 2 as well since it'd make the outfit conversion a heck of a lot easier to do. In all cases once I'll have managed to test the fixed mesh in the game and realigned it (someone here pointed out to me that it's slightly misaligned so if I want to avoid gaps I need to solve that) I'll move on the "fat" mesh so that it's effectively working with sliders and all.

 

In essence I'm close to being done with the most difficulty parts of this project. The rest is just a texturing job and well I'm much much more experienced in photoshop than I am in 3d modelling so in comparison it's gonna be a cakewalk.  Plus as I've said with Outfit Studio 2, porting the outfits to my body mods would be extremely quick and easy (like I've seen a video Caliente did of that and he/she ported a vanilla outfit to her/his CBBE body in like 5 minutes tops).

 

So all in all while the progress is slow its definitely happening :)

 

Any chance we'll have a working version for the release of Special Edition?

 

 

From what I've been able to see, getting mods to work on the Special Edition isn't too difficult. That said a lot of mods are gonna have to be updated to work on it (like SkyUI, FNIS,etc...).

 

in other words, may have to do some updating on this before work can continue and there for unlikely that we'll get a working (if not buggy) version to play with

 

 

Well yeah, we'll have to wait a bit for the mods the femboy race depends on to update. Once it'll be done the mod will work just like in the non-remaster Skyrim.

 

Posted

 

 

 

 

 

 

 

 

Hey ItalianDragon ... any news for us that are so eagerly waiting on this gorgeous mod's completion?

 

Heyo Sezuel !

 

Firstly I want to apologize for the leeeeengthy silence of mine. A bunch of things happened since last time I posted but here's a breakdown: in November my GPU went kaputt and I was back on track only a month later on a new RIG (like entirely new as pretty much everything aside from the PSU, hard drives and blu-ray reader are new). I didn't manage to work on the mod for a long time though mostly because of the university as I had a lot of work to do and whatnot (here they mostly give you things to do at home instead of making tests in class). Nevertheless I've reinstalled my software and whatnot. Also right before going into vacations my PS2 port in my mobo decided to commit seppuku and I thus ended without a keyboard.

*SNIP*

 

EDIT: I've resolved the plugin issue. Now I just have to figure out why the mesh I tried to fix with Blender is showing with a bright white color instead of the dark gray one normally used in 3ds max.

 

EDIT 2: Material problem resolved ! I can resume working on it properly :)

 

 

extremely glad to see you are making leeps and bounds of progress despite the issues you've been having

 

 

Well I said it a while back: I ain't giving up on making this mod happen. ATM I'm just trying to figure out how the fudge I can do a paste over of the skeleton so  can get the fixed mesh working (importing the model who had the skeleton and was working in the game for whatever reason gives me an invisible model in 3ds max for whatever reason >.> Perhaps if I try to solve that it'd be easier as after all I now know who's the culprit behind the issues II was having. What I've been trying to figure out as well is how to make the body work with Outfit Studio 2 as well since it'd make the outfit conversion a heck of a lot easier to do. In all cases once I'll have managed to test the fixed mesh in the game and realigned it (someone here pointed out to me that it's slightly misaligned so if I want to avoid gaps I need to solve that) I'll move on the "fat" mesh so that it's effectively working with sliders and all.

 

In essence I'm close to being done with the most difficulty parts of this project. The rest is just a texturing job and well I'm much much more experienced in photoshop than I am in 3d modelling so in comparison it's gonna be a cakewalk.  Plus as I've said with Outfit Studio 2, porting the outfits to my body mods would be extremely quick and easy (like I've seen a video Caliente did of that and he/she ported a vanilla outfit to her/his CBBE body in like 5 minutes tops).

 

So all in all while the progress is slow its definitely happening :)

 

Any chance we'll have a working version for the release of Special Edition?

 

 

From what I've been able to see, getting mods to work on the Special Edition isn't too difficult. That said a lot of mods are gonna have to be updated to work on it (like SkyUI, FNIS,etc...).

 

in other words, may have to do some updating on this before work can continue and there for unlikely that we'll get a working (if not buggy) version to play with

 

 

Well yeah, we'll have to wait a bit for the mods the femboy race depends on to update. Once it'll be done the mod will work just like in the non-remaster Skyrim.

 

haven't used it yet ... waiting on a version that is mostly working to the point of extended playability

  • 3 weeks later...
Posted

Heyo everyone !

Long silence from my end I know but I've been rather busy (finished my studies, moved out of the apartment I was in,etc...) and this also kinda stalled the work on the femboy mod.

That said I have resumed working on it again and I have also taken some time to study a bit what I'll have to work with to ensure that everything works well ingame (as obviously if I can avoid making a mess when creating the mod I'll consequently be able to dramatically limit the issues for the users of said mod obviously).

So now what have I been working on ? Well I've started to work on the textures and the normal  & specular maps to adapt Caliente's textures to my body mod. Luckily for me this can be done easily in Photoshop CS5 as it can actually handle .obj files just fine. The upside of that is that unlike with the 3d modelling and 3ds Max/Mudbox, I've been using Photoshop for years (since I've been in my very early teens pretty much) so it's a software I could almost use while sleeping (lol). Actually as of now I'm almost done modifying the texture itself (I just need to find a good nipple graphical resource to replace the original ones. The other tings I need to redo are the normal and specular maps but from what I've seen from the various forums I've looked at neither are very difficult to do (normal map is easily done with the low and high poly models and I've seen that I can easily make a low poly model  from a high poly one and the specular map is apparently done by many with a desaturated and tweaked base texture). For short, progress has been rather nice right there. I've settled for an uncompressed 2048x2048 texture resolution as it is IMO the best tradeoff between quality and file size.

As for Skyrim SE from what I've seen the game uses a slightly different slider set and is on a technical point closer to Fallout 4 than Oldrim (aka Skyrim 2011 version). That means that to take full advantage of that I'll have to redo the mod for that specific version of the game. As of now Caliente has already released an updated version of Outfit Studio that works with Skyrim SE. The upside to that is that I technically could also make a version of the mod for Fallout 4, which would be fantastic for those who play Fallout 4 (like me).

So to put it simply: what is left to do ?
Well here's the checklist:

- Finish the textures
- Make the "fat" mesh

- Realign properly the "slim" mesh

- Solve the ugly "weld spots" that appeared on the "slim" mesh

- Get the mesh to work in Outfit Studio and Bodyslide 2

- Convert the vanilla outfits with Outfit Studio (for that matter I'm hesitating between heading for a Vanilla to Femboy conversion or just port the vanilla outfits who have already been ported to CBBE ).
- Make appropriate SoS textures to match the body (if necessary)
- Modify the vanilla voicepack to adapt them to the race

- Tweak a few animations normally meant for females so that they work with the femboy race too

So that's the whole roadmap on what's left to do with the femboy mod on my end.

So right now I'd like to know if anybody knows how to resolve a few issues I'm having:
- I have ridges on some parts of the model where its different parts touch to make the body which isn't present on the meshes by Caliente. Anyone knows how I can get rid of that ?
- How do I properly realign the mesh on the axis so that I don't end up with gaps with the head, hands and feet ?

Thanks in advance !


EDIT: THere's a third isue I forgot to mention who is quite strange: when I open up the mesh that was working ine in Skyrim (the one I used to show that I finally had managed to get the mesh to work and to make a race although just temporarily) shows just fine  in NifSkope but if I try to load it up in 3ds Max it's as if there's nothing at all. Has anyone an idea on what could be causing that ?

Posted

Heyo everyone !

 

Long silence from my end I know but I've been rather busy (finished my studies, moved out of the apartment I was in,etc...) and this also kinda stalled the work on the femboy mod.

That said I have resumed working on it again and I have also taken some time to study a bit what I'll have to work with to ensure that everything works well ingame (as obviously if I can avoid making a mess when creating the mod I'll consequently be able to dramatically limit the issues for the users of said mod obviously).

 

So now what have I been working on ? Well I've started to work on the textures and the normal  & specular maps to adapt Caliente's textures to my body mod. Luckily for me this can be done easily in Photoshop CS5 as it can actually handle .obj files just fine. The upside of that is that unlike with the 3d modelling and 3ds Max/Mudbox, I've been using Photoshop for years (since I've been in my very early teens pretty much) so it's a software I could almost use while sleeping (lol). Actually as of now I'm almost done modifying the texture itself (I just need to find a good nipple graphical resource to replace the original ones. The other tings I need to redo are the normal and specular maps but from what I've seen from the various forums I've looked at neither are very difficult to do (normal map is easily done with the low and high poly models and I've seen that I can easily make a low poly model  from a high poly one and the specular map is apparently done by many with a desaturated and tweaked base texture). For short, progress has been rather nice right there. I've settled for an uncompressed 2048x2048 texture resolution as it is IMO the best tradeoff between quality and file size.

 

As for Skyrim SE from what I've seen the game uses a slightly different slider set and is on a technical point closer to Fallout 4 than Oldrim (aka Skyrim 2011 version). That means that to take full advantage of that I'll have to redo the mod for that specific version of the game. As of now Caliente has already released an updated version of Outfit Studio that works with Skyrim SE. The upside to that is that I technically could also make a version of the mod for Fallout 4, which would be fantastic for those who play Fallout 4 (like me).

 

So to put it simply: what is left to do ?

Well here's the checklist:

 

- Finish the textures

- Make the "fat" mesh

- Realign properly the "slim" mesh

- Solve the ugly "weld spots" that appeared on the "slim" mesh

- Get the mesh to work in Outfit Studio and Bodyslide 2

- Convert the vanilla outfits with Outfit Studio (for that matter I'm hesitating between heading for a Vanilla to Femboy conversion or just port the vanilla outfits who have already been ported to CBBE ).

- Make appropriate SoS textures to match the body (if necessary)

- Modify the vanilla voicepack to adapt them to the race

- Tweak a few animations normally meant for females so that they work with the femboy race too

 

So that's the whole roadmap on what's left to do with the femboy mod on my end.

 

So right now I'd like to know if anybody knows how to resolve a few issues I'm having:

- I have ridges on some parts of the model where its different parts touch to make the body which isn't present on the meshes by Caliente. Anyone knows how I can get rid of that ?

- How do I properly realign the mesh on the axis so that I don't end up with gaps with the head, hands and feet ?

 

Thanks in advance !

 

 

I knew  I felt a tingling in my balls about something I needed to check today. Lol.

Posted

 

Heyo everyone !

 

Long silence from my end I know but I've been rather busy (finished my studies, moved out of the apartment I was in,etc...) and this also kinda stalled the work on the femboy mod.

That said I have resumed working on it again and I have also taken some time to study a bit what I'll have to work with to ensure that everything works well ingame (as obviously if I can avoid making a mess when creating the mod I'll consequently be able to dramatically limit the issues for the users of said mod obviously).

 

So now what have I been working on ? Well I've started to work on the textures and the normal  & specular maps to adapt Caliente's textures to my body mod. Luckily for me this can be done easily in Photoshop CS5 as it can actually handle .obj files just fine. The upside of that is that unlike with the 3d modelling and 3ds Max/Mudbox, I've been using Photoshop for years (since I've been in my very early teens pretty much) so it's a software I could almost use while sleeping (lol). Actually as of now I'm almost done modifying the texture itself (I just need to find a good nipple graphical resource to replace the original ones. The other tings I need to redo are the normal and specular maps but from what I've seen from the various forums I've looked at neither are very difficult to do (normal map is easily done with the low and high poly models and I've seen that I can easily make a low poly model  from a high poly one and the specular map is apparently done by many with a desaturated and tweaked base texture). For short, progress has been rather nice right there. I've settled for an uncompressed 2048x2048 texture resolution as it is IMO the best tradeoff between quality and file size.

 

As for Skyrim SE from what I've seen the game uses a slightly different slider set and is on a technical point closer to Fallout 4 than Oldrim (aka Skyrim 2011 version). That means that to take full advantage of that I'll have to redo the mod for that specific version of the game. As of now Caliente has already released an updated version of Outfit Studio that works with Skyrim SE. The upside to that is that I technically could also make a version of the mod for Fallout 4, which would be fantastic for those who play Fallout 4 (like me).

 

So to put it simply: what is left to do ?

Well here's the checklist:

 

- Finish the textures

- Make the "fat" mesh

- Realign properly the "slim" mesh

- Solve the ugly "weld spots" that appeared on the "slim" mesh

- Get the mesh to work in Outfit Studio and Bodyslide 2

- Convert the vanilla outfits with Outfit Studio (for that matter I'm hesitating between heading for a Vanilla to Femboy conversion or just port the vanilla outfits who have already been ported to CBBE ).

- Make appropriate SoS textures to match the body (if necessary)

- Modify the vanilla voicepack to adapt them to the race

- Tweak a few animations normally meant for females so that they work with the femboy race too

 

So that's the whole roadmap on what's left to do with the femboy mod on my end.

 

So right now I'd like to know if anybody knows how to resolve a few issues I'm having:

- I have ridges on some parts of the model where its different parts touch to make the body which isn't present on the meshes by Caliente. Anyone knows how I can get rid of that ?

- How do I properly realign the mesh on the axis so that I don't end up with gaps with the head, hands and feet ?

 

Thanks in advance !

 

 

I knew  I felt a tingling in my balls about something I needed to check today. Lol.

 

 

I'll admit it, I LOL'd xD

 

Posted

Well it looks like I'm on a roll ATM.
I managed to solve the "weld spots" issue (the normal map solves that) and I've actually managed to make a texture who is satisfactory enough to share here.
So here's the preview:

1479077748-texture-preview.png




The screenshot is without the normal map (incorrect or not). From what I've seen I'll have to redo it from scratch but it doesn't bother me all that much since I'll have to edit the mesh anyways to fix its positioning and add actual nipples (the ones you see are just on the texture).

To add to that I've also started to look into Outfit Studio to see how I can make the femboy race work with it and from what I've seen it's not as complicated as I thought it'd be which is excellent news as it means that outfit conversion will be pretty easy to achieve. About that I'm planning to do a second set of meshes that'll be only for outfit editing and the particularity of these will be that they'll have the manly bits already integrated. I want to do so to avoid, when converting skin-tight or form fitting outfits, the "manly bits vanish in another dimension" effect when putting on the clothes.

 

So as you can probably tell I'm definitely making progress right there :D
Still I'd like some opinions on the texture from y'all so feel free to comment about that :D

Posted

The texture is looking great in my opinion. Really happy to see this coming along well.

 

I want to do so to avoid, when converting skin-tight or form fitting outfits, the "manly bits vanish in another dimension" effect when putting on the clothes.

 

 

And this is fantastic news.

Posted

The texture is looking great in my opinion. Really happy to see this coming along well.

 

I want to do so to avoid, when converting skin-tight or form fitting outfits, the "manly bits vanish in another dimension" effect when putting on the clothes.

 

 

And this is fantastic news.

 

 

Thanks for the input :)

And yes it indeed is fantastic news :D I'm actually getting hopeful right now about being able to get the mod out by either the end of the year or early 2017 in a playable state if progress holds :)

 

Posted

Oh, Lawd, that body. If you need testers, I volunteer as tribute.

 

I'll very likely need testers once it'll be ready to be playable to see if there are an issues so no worries, that time will come ^^

 

Posted

 

Oh, Lawd, that body. If you need testers, I volunteer as tribute.

 

I'll very likely need testers once it'll be ready to be playable to see if there are an issues so no worries, that time will come ^^

 

 

Well, for future reference when you need to pick people, I'm one of the elite "Mod it til it breaks" people. WINK

 

Haha

Posted

Well I've started looking around on how to get a low poly model from a hi-poly one and it's kinda a hassle. I'm gonna use xNormals to make the normal map (from what I've seen it looks good). I just tried to do it this evening but the outcome was kinda shit (hell it was complete shit as the mesh was full of holes) so I think I'm gonna turn the problem on its head and make the mesh I've sculpted have even more polys (I need to sculpt some more detail on it anyways) and use the one I've showed here in the screenshots as a low poly model. It seems simpler to me to do it like so :) .

Posted

Well I've started looking around on how to get a low poly model from a hi-poly one and it's kinda a hassle. I'm gonna use xNormals to make the normal map (from what I've seen it looks good). I just tried to do it this evening but the outcome was kinda shit (hell it was complete shit as the mesh was full of holes) so I think I'm gonna turn the problem on its head and make the mesh I've sculpted have even more polys (I need to sculpt some more detail on it anyways) and use the one I've showed here in the screenshots as a low poly model. It seems simpler to me to do it like so :) .

 

 

Mo Polies, Mo Smoothboys

Posted

:heart:  really looking forward to it.   I was trying to create a Race for a very long time with this concept in mind. you know for a transgender/transsexual (trap, femboy, shemale) character. so far I have the race  but not the body that I needed, in that mod the male gender is using all the female assets like Head, Body, Animations. But that's not what I wanted, so if it works I'll be really happy. :D And I don't have a way to use vanilla armors and clothes with my character, I was using PCEAr for that in Skyrim 32 bit, but not anymore. 

Posted

Heyo everyone

 

I just wanted to update on what I've been doing with the model lately.

As I've said before I wanted to make a hi-poly model so I can sculpt the detail I want on the hi-poly model and then create a normal map so that I can have all the details transferred to the mesh I've been showing since day 1.

While this sounds simple I've run in quite an unfortunate hiccup.
To make it simple here's the mesh structure when I'm at level 0 (AKA as low poly as it gets which means that I'm sitting at 6k polygons)

 

1479770774-1479747037-fine-mesh.png

 

 

And here's the mesh when I increase the subdivision level

 

 

1479747038-derp-mesh.png

 

 

 

As you can see once I increase the subdivision level the mesh goes in total WTF mode. What this means is that most of the tools stop working on it and I can't smooth the defects that appear when increasing the subdivision level and I have no clue whatsoever why it's doing this as both 3ds Max and Mudbox are made by the same company and are pretty much 100% compatible with each other. 

THis problem also stalls my progress as I can bake the normal map directly in Mudbox by creating it from the highest subdivision level to the lowest one and obviously if I make it from a mesh who is having issues, well this obviously translates as an effed up normal map.

 

Due to that my main priority is to address this problem as quickly as possible.

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