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Posted (edited)
2 hours ago, LovelyLad said:

 

Using a weapon material with metalness on it:

 

Albedo is obvious enough.

 

 

Where it gets rough: Normal is encoded on the normal maps R and G. It discards the B channel and instead uses the B channel for glossiness (inverse roughness). The Alpha channel is I believe... specularity or... glossiness. I'm not hundred percent sure on the B and A channels - I ended up setting them to similar values. Metalness uses a seperate grayscale map.

 

The setup is wonky, but the channels are all there, and it does affect the materiality in game.

 

image.png.47bb2f08aff99990f31d3555bc76da46.pngScreen Cap of a mod I'm working on right now (still working on her, so don't ask for it, will post when ready). The (shiny) metalness is super clear here - because the maps don't have a ton of details to obfuscate how shiny things can actually get.

image.png

Im not surprised the metal uses a greyscale, but discarding the b for glossiness, now if that is what it is using it as for materials, can that possibly be the same how it is being used for the skin sliders, setting up luster both up and down? And can we not only raise glossiness on meterials, but also, get a reflection to work? like a clear one. If this could be used to anyones advantage for not only what you are showing here, but for a more detailed player model, with skin effects like goose bumps and sweat, veins, this is going to be very helpful for everyone. Please keep this information coming. Have you been able to mess around with the body model by chance, mostly curious how these channels are being used on the player models in game, maybe we can trick the light to hit the faces and body in a better way with them as well? It's looking like there is 100 new things we can do possibly. Is it also possible to trick one of these channels into doing something more or different, to behave in a custom manner?

Edited by DorkDiva
Posted
38 minutes ago, DorkDiva said:

Im not surprised the metal uses a greyscale, but discarding the b for glossiness, now if that is what it is using it as for materials, can that possibly be the same how it is being used for the skin sliders, setting up luster both up and down? And can we not only raise glossiness on meterials, but also, get a reflection to work? like a clear one. If this could be used to anyones advantage for not only what you are showing here, but for a more detailed player model, with skin effects like goose bumps and sweat, veins, this is going to be very helpful for everyone. Please keep this information coming. Have you been able to mess around with the body model by chance, mostly curious how these channels are being used on the player models in game, maybe we can trick the light to hit the faces and body in a better way with them as well? It's looking like there is 100 new things we can do possibly. Is it also possible to trick one of these channels into doing something more or different, to behave in a custom manner?

Unfortunately, what we have access to lacks a lot of the finer grain controls the devs have access to.

 

Specifically, what we have is the ability to swap textures on existing materials. We can also point our stuff at existing materials (I copy the json text in the flver of the material i want to use).

So, while we can use the weapon/metal material for skin texture, it'll probably lose a lot of other effects we take for granted - like the sheen from running around in rain. I'm not sure - I haven't experimented. I'd encourage you to tho!

 

For the skin material, it doesn't need metalness, so it's just not going to be there... and mirror reflection is just metalness max + gloss max (and typically white/light grey albedo). But you can have a little bit of sweaty sheen going on... just make sure your gloss/specular maps are sufficiently detailed to allow for it.

Posted (edited)

Hi all!

 

I dont have good internet connection now so i can only posting here. But soon i will upload new armor sets.

 

Can anyone give me a link to some guide hot to import in Elden Ring my custom body model and make proper rigging for it? If this possible i will make port of DAZ body model to Elden Ring.

Edited by TRX_Trixter
Posted
6 hours ago, LovelyLad said:

Unfortunately, what we have access to lacks a lot of the finer grain controls the devs have access to.

 

Specifically, what we have is the ability to swap textures on existing materials. We can also point our stuff at existing materials (I copy the json text in the flver of the material i want to use).

So, while we can use the weapon/metal material for skin texture, it'll probably lose a lot of other effects we take for granted - like the sheen from running around in rain. I'm not sure - I haven't experimented. I'd encourage you to tho!

 

For the skin material, it doesn't need metalness, so it's just not going to be there... and mirror reflection is just metalness max + gloss max (and typically white/light grey albedo). But you can have a little bit of sweaty sheen going on... just make sure your gloss/specular maps are sufficiently detailed to allow for it.

aha! ok! If a more detailed sheen effect can be applied, like instead of just a sheen, the appearance, of water running off the body surface, that can be done through texture, and a little manipulation. We did it in Skyrim, itmost likely can be done in ER, just differently, not as easy unfortunately. Thank you ! This is going to help us texture people knowing what to look at and howto use it.

Posted
On 3/17/2022 at 7:40 PM, TRX_Trixter said:

Hero (Champion) skimpy set version V2

111.png

 

  Reveal hidden contents

 

1.png

 

2.png

 

With chain belt 

1174676427_EldenRingScreenshot2022_03.17-13_27_11_37.png.6dfa1dc2bd51bd3a78d9abf6ed2ed01b.png

 

2143425620_EldenRingScreenshot2022_03.17-13_27_20_63.png.e26fd8ac04f812ae6278488d58c012e9.png

 

1. Naked torso

2. No pants

 

V2 update

 

1. Fixed pauldron physics

2. Added option with chain belt. Belt fitted to minimize clippings and supports physics.

 

Download

 

 

Works on last update 1.3

 

UPD

 

Hero (Champion) skimpy set version (my prefered variant)

1.png.81b3674ee463510f40e6e8615ebf30ee.png
 

  Reveal hidden contents

 

1417552944_EldenRingScreenshot2022_03.17-14_39_04_68.png.f7b8802318a08858274c412cc34d4cb7.png

 

255252773_EldenRingScreenshot2022_03.17-14_39_12_46.png.ca51be4cb5a05d107fb376fb5d718d8b.png

 

no belt

 

1514499553_EldenRingScreenshot2022_03.17-14_41_58_84.png.ad79b8a5928b74f8320babdc0be2464a.png

1247974884_EldenRingScreenshot2022_03.17-14_42_06_38.png.31a1071f533b4c1fabf1369ef4569e7a.png

 

All the same as V2 but plus chest belt. Its my prefered variant of skimpy Hero armor set.

 

Download

 

 

Would like to ask how did you make the belt fitted to minimize clippings? Whenever I tried using FLVER to change scale, it seems like the armor part I checked and scaled will be below its original height...but don't know how to fix the height, thank you! > . <

Posted
On 3/17/2022 at 7:40 PM, TRX_Trixter said:

Hero (Champion) skimpy set version V2

111.png

 

  Reveal hidden contents

 

1.png

 

2.png

 

With chain belt 

1174676427_EldenRingScreenshot2022_03.17-13_27_11_37.png.6dfa1dc2bd51bd3a78d9abf6ed2ed01b.png

 

2143425620_EldenRingScreenshot2022_03.17-13_27_20_63.png.e26fd8ac04f812ae6278488d58c012e9.png

 

1. Naked torso

2. No pants

 

V2 update

 

1. Fixed pauldron physics

2. Added option with chain belt. Belt fitted to minimize clippings and supports physics.

 

Download

 

 

Works on last update 1.3

 

UPD

 

Hero (Champion) skimpy set version (my prefered variant)

1.png.81b3674ee463510f40e6e8615ebf30ee.png
 

  Reveal hidden contents

 

1417552944_EldenRingScreenshot2022_03.17-14_39_04_68.png.f7b8802318a08858274c412cc34d4cb7.png

 

255252773_EldenRingScreenshot2022_03.17-14_39_12_46.png.ca51be4cb5a05d107fb376fb5d718d8b.png

 

no belt

 

1514499553_EldenRingScreenshot2022_03.17-14_41_58_84.png.ad79b8a5928b74f8320babdc0be2464a.png

1247974884_EldenRingScreenshot2022_03.17-14_42_06_38.png.31a1071f533b4c1fabf1369ef4569e7a.png

 

All the same as V2 but plus chest belt. Its my prefered variant of skimpy Hero armor set.

 

Download

 

This variant is HOT af. Can I kindly request for another version like this but without the neck scarf? Or maybe replace it with other accessories? idk I just find collarbones desirable.

Posted (edited)

Some people here were talking about masking and body parts and some confusion over them. You can easily see them for yourself if you import them into Blender or any other program you might have. There's three versions of the torso: 3 14 and 18.

Parts 30-42 are just body hair so aren't important, unless that's your fetish I guess.

 

Spoiler

blender_78pAk2UxXf.png

 

 

It seems like this is pretty informative, but it might be different in Elden Ring?

 

Spoiler

 

 

I attached the blender file of FC_F_0000 if you want to look at it, but I haven't managed to export it correctly. I get the same invisibility that someone else mentioned in the thread.

 

untitled.blend

Edited by Phygnos
condensing stuff into spoilers for thread readability
Posted (edited)

Oh, yeah, and the filenames.

Replace # with F or M for Female or Male. Add "_l" at end for NPC.

fc_#_0000 : Regular Young

fc_#_0001 : Regular Mature

fc_#_0002 : Regular Old

fc_#_0100: Muscular Young

fc_#_0101: Muscular Mature

fc_#_0102: Muscular Old

 

 

If we can't get the main body to not be invisible, maybe we can use that invisibility to our advantage and use the underwear file as the replacement body? Equipping torso or leg armor would mess things up, however.

 

 

 

Edited by Phygnos
removed something I'm unsure about
Posted (edited)
5 hours ago, Phygnos said:

Oh, yeah, and the filenames.

Replace # with F or M for Female or Male. Add "_l" at end for NPC.

fc_#_0000 : Regular Young

fc_#_0001 : Regular Mature

fc_#_0002 : Regular Old

fc_#_0100: Muscular Young

fc_#_0101: Muscular Mature

fc_#_0102: Muscular Old

 

 

If we can't get the main body to not be invisible, maybe we can use that invisibility to our advantage and use the underwear file as the replacement body? Equipping torso or leg armor would mess things up, however.

 

 

 

Yeah, I was thinking about using the underwear as a mesh replacer, but unfortunately, it'll only work when nude - as soon as you equip something, even if you make that thing blank, it'll remove the underwear and replace it with the sets own underwear - which will mean the body part disappears.

 

The current problem as I understand it is that we can't really replace the mesh slots in flver. We can append, but can't reshuffle them - and I have a feeling that ordering is important to the way masking works in this game.

 

Without been able to affect that masking, it's like any body part we try to add to the body files are automatically masked out!

Edited by LovelyLad
Posted

I have a no skimpy request (how dare I :V) to throw out there, but I don't think the modding tools are yet to allow such a thing.

Anyway, what I would hope is that someone manages to fix an issue with the Crucible Kingh armor (both versions) skirt flaps.
Here's an image that better explains it than I  can.

Spoiler


image.png.d85422255c90756eecc8d2c09157a469.png

 

Posted
8 hours ago, LovelyLad said:

The current problem as I understand it is that we can't really replace the mesh slots in flver. We can append, but can't reshuffle them - and I have a feeling that ordering is important to the way masking works in this game.

I'll admit I have no familiarity with the specific software used, nor the specifics of what needs to be done, but from what you describe there, it seems like there are potentially a few strait forward solutions.

  • Edit the mesh you want to change, rather than trying to replace it with a new mesh.
  • If you can delete meshes: Copy any meshes after the one you want to replace to a temporary location. Delete the mesh you want to replace and all meshes after it.  Add the mesh you want to replace it with.  Re-add all the meshes that came after in the correct order.
  • Create a new file completely.  Copy over any meshes from before the one you want to replace.  Add the mesh you want to replace the other one with.  Copy over any meshes from after the one you want to replace.  Use new file instead of old one.

 

As for the idea of building the body parts into the underwear, there's always the excessive hassle solution of dealing with armour replacing it by modifying the underwear of every set of armour.  Though that is admittedly a rather bad solution, even if it would theoretically work.

Posted
1 hour ago, NotThatGuy said:

I'll admit I have no familiarity with the specific software used, nor the specifics of what needs to be done, but from what you describe there, it seems like there are potentially a few strait forward solutions.

  • Edit the mesh you want to change, rather than trying to replace it with a new mesh.
  • If you can delete meshes: Copy any meshes after the one you want to replace to a temporary location. Delete the mesh you want to replace and all meshes after it.  Add the mesh you want to replace it with.  Re-add all the meshes that came after in the correct order.
  • Create a new file completely.  Copy over any meshes from before the one you want to replace.  Add the mesh you want to replace the other one with.  Copy over any meshes from after the one you want to replace.  Use new file instead of old one.

 

 

As for the idea of building the body parts into the underwear, there's always the excessive hassle solution of dealing with armour replacing it by modifying the underwear of every set of armour.  Though that is admittedly a rather bad solution, even if it would theoretically work.

 

Yeah, you'll need to be somewhat familiar with the modding process (specifically flver) to comment fruitfully.

 

When we mod, we work within the limitations of the tools available to us. What seems reasonable and easy to conceive is often an insurmountable barrier if someone doesn't make the tool to deal with that specific problem.

 

In this case, if the flver author could add a function to remove and delete mesh entries and shuffle them around, that'd be immensely helpful.

 

But I half suspect the response is probably; you can just edit the json part. Well, maybe if I could make heads or tails of it!

Posted (edited)
3 hours ago, LovelyLad said:

 

Yeah, you'll need to be somewhat familiar with the modding process (specifically flver) to comment fruitfully.

 

When we mod, we work within the limitations of the tools available to us. What seems reasonable and easy to conceive is often an insurmountable barrier if someone doesn't make the tool to deal with that specific problem.

 

In this case, if the flver author could add a function to remove and delete mesh entries and shuffle them around, that'd be immensely helpful.

 

But I half suspect the response is probably; you can just edit the json part. Well, maybe if I could make heads or tails of it!

While I've not worked with flver before (I don't really do much with modeling), the problem described sounds like it's related to trying to manage an array or list where you are limited in how you can interact with it (specifically, you can only add entries to the end, and maybe remove entries, but you can't insert entries into specific places).  I have had to deal with similar situations before, and generally the solution was to either backup entries I need after the one I'm inserting, delete the originals, add the one I'm inserting, then re-add all the ones that come after from the backups, or if I can't remove entries, create an entirely new list, and just copy over everything from the original, but make sure to insert the entry I'm inserting at the desired position.

 

Theoretically, the methods should work based on what was described, but there may be problems encountered if there's some other data that needs to be set which won't properly copy over.   This is where lack of familiarity with the specific software and modding process might hide problems with the methodology from me.

 

Also, they are admittedly more work than just having some function that lets you insert stuff into the desired position in the list.

Edited by NotThatGuy
Posted (edited)

What some of you are referring to already existed for DS3, and that's the soulsoutfit manager.  This allows you to choose exact pieces to either hide, or replace with another mesh.  We just need it to be ported to Elden Ring, and I haven't checked if the author has already done so.  

Obviously this won't work with multiple pieces inside of an armor, like different elements.  But it does make it very convenient for when you create a replacer that just covers all the slots.  Like for different body types, a guy was able to do this with the Ds3 firekeeper:

https://www.nexusmods.com/darksouls3/mods/569

This can be applied to the player, but without other parts hidden you can run into conflicts.

I learned alot from this guys channel:
 

 
He has lots of vids showing you how all of the souls tools work.  Again I'm not sure which is usable for Elden ring, which is why I suggest checking out the discord I linked before. I'm going to guess probably both UXM and Yabber probably work since alot of the file formats are the same.

Edit:

I just checked and it looks like most tools were updated to work with Elden ring.

Someone even created a new base template to work with flver as well.  Also someone uploaded weighted base models for Elden ring.

Here's the server link:
https://discord.gg/yH4rGmXX

Edited by Silvist
Posted
8 hours ago, Silvist said:

What some of you are referring to already existed for DS3, and that's the soulsoutfit manager.  This allows you to choose exact pieces to either hide, or replace with another mesh.  We just need it to be ported to Elden Ring, and I haven't checked if the author has already done so.  

Obviously this won't work with multiple pieces inside of an armor, like different elements.  But it does make it very convenient for when you create a replacer that just covers all the slots.  Like for different body types, a guy was able to do this with the Ds3 firekeeper:

https://www.nexusmods.com/darksouls3/mods/569

This can be applied to the player, but without other parts hidden you can run into conflicts.

I learned alot from this guys channel:
 

 
He has lots of vids showing you how all of the souls tools work.  Again I'm not sure which is usable for Elden ring, which is why I suggest checking out the discord I linked before. I'm going to guess probably both UXM and Yabber probably work since alot of the file formats are the same.

Edit:

I just checked and it looks like most tools were updated to work with Elden ring.

Someone even created a new base template to work with flver as well.  Also someone uploaded weighted base models for Elden ring.

Here's the server link:
https://discord.gg/yH4rGmXX

It sounds like that tool affects the regulation bin, which we can also edit with yapped - essentially allowing us the ability to turn on and off different masked body components.

 

Which is fine - but the problem with editing in a nude mesh is how do we specify which (new) body parts belong to which masks, so that they can turn on and off like the normal body parts. As it stands... we can do something like replace the nude body with a full nude body, but that doesn't have masked components. Which will cause clipping issues with all the gear... or worse, might just be auto flagged as masked, making it invisible.

Posted

@LovelyLad - Right.  When I moddied ds3, the base body only changed the "base" nude mesh (aka nothing equipped).  If you wore another armor set, the base body would disappear and be replaced with the original that's only tied to that armor mesh.

So basically if you are trying to make a base body that works with all of the armors/clothes in game, I don't think that will work.  Like Skyrim, you will have to add in the new body mesh into every single armor you want it in ? 

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