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Sexy mods for total war warhammer 3


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Posted
On 11/23/2022 at 10:11 PM, kisscool1234 said:

 

Need more sexy mods like this ?, sexy without it just been naked girls

Eh, I disagree, Just having a bikini is pretty much the same as being naked. I'd much rather have mods with sexy clothes (like LI's mods or the Ming/Katarin mod above) that actually entice a bit, rather than just show everything

Posted
4 hours ago, Petterwass said:

Eh, I disagree, Just having a bikini is pretty much the same as being naked. I'd much rather have mods with sexy clothes (like LI's mods or the Ming/Katarin mod above) that actually entice a bit, rather than just show everything

 

 

Hell no... try it on the beach almost anywhere, you will see if it is "pretty much the same" being naked or in bikini... ?

 

But I agree, LI's mods or the Ming/Katarin mod above and this one https://steamcommunity.com/sharedfiles/filedetails/?id=2884724276&searchtext= are on top above naked mod in my list mods

 

 

Posted (edited)
On 11/24/2022 at 6:11 AM, kisscool1234 said:

 

Need more sexy mods like this ?, sexy without it just been naked girls

Actually I was making  warrior of asuryan mod. first model is sword master you like.

 

but still need more edit skin texture with head and add armor parts detail.

 

various errors have been corrected. now chest riging is fine, knee armor parts is fine, LOD fixed etc..

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Edited by dbswlgn3786
Posted (edited)
10 hours ago, dbswlgn3786 said:

and Warrior of Nurgle mod

 

I'm making a skin texture for Warrior of Nurgle modeling.

 

 

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Nice!That would help my cheap green skin

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Edited by Kargrin
Posted

Sword master 100%

sisters 100%

now start silverin guards

Silverin guard concept is underboobarmor.

 

But the Warrior of Asuryans mod isn't all female. In the case of White Lion, it is made up of men, and men will also edit it.


p.s thank you, panty. corvo

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Posted

I'm back after a little break with my little nudist mods, I finally finished a correct body, with almost no angles or face visible to the naked eye, I had a lot of trouble finding a happy medium between rendering and performance but now I'm satisfied and it adapts well to the other morphology, I just have to apply a texture worthy of its name.

However, I encountered a lot of problems with Blender and the export to RMV2 with regard to procedural operations (dyntopo, remesh, mirror etc...) so I did everything with the sculp and the edit mode to merge and morph from an imported body. And also with RMV2 and Asset editor which crash with most models with too high rendering.

Do you also do everything by hand to create your assets? just with the sculpt and the edit mode without modifying anything except the subdivision and the smooth?

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Posted
5 hours ago, riheyedi said:

I'm back after a little break with my little nudist mods, I finally finished a correct body, with almost no angles or face visible to the naked eye, I had a lot of trouble finding a happy medium between rendering and performance but now I'm satisfied and it adapts well to the other morphology, I just have to apply a texture worthy of its name.

However, I encountered a lot of problems with Blender and the export to RMV2 with regard to procedural operations (dyntopo, remesh, mirror etc...) so I did everything with the sculp and the edit mode to merge and morph from an imported body. And also with RMV2 and Asset editor which crash with most models with too high rendering.

Do you also do everything by hand to create your assets? just with the sculpt and the edit mode without modifying anything except the subdivision and the smooth?

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Let me ask, just in case: Did you use one material for each imported mesh? Also The weights must be normalied to 1 at least?

Personally I use already made bodies, then customize the shape+weights

Posted (edited)
9 hours ago, Kargrin said:

Let me ask, just in case: Did you use one material for each imported mesh? Also The weights must be normalied to 1 at least?

Personally I use already made bodies, then customize the shape+weights

 

I made you a little video to show you my process that I do before any other modification to have a body worthy of the name without going too high in the poly while doing without remesh, dyntopo or any other material. Because like you, I import a body that I modify. Because if you add more, you will have to glue everything back to the bones, but if you do, RMV2 will not be able to interpret that and will simply crash, but sometimes it can happen.

But once in asset editor, it will be him who will not be able to interpret what you add to him.

If you really want to add more there is a method that works by importing two bodies with the same skeleton ex: humanoide01b, then cut what you want and merge on your model.

The problem with Asset Editor Rmv2 and Blender is that the only tutorial I found that mentions all three only concerns textures so you really have to look.

Don't ask anything on the Blender discord or the Asset Editor discord regarding NSFW mods, they are allergic to boobs, I got violently insulted and then banned.

 

 

 

 

Edited by riheyedi
Posted

For example, I finished the base texture for my project but there is no info to import it without loss of quality since it is a texture assembly that exceeds the number of available asset editor slots. Apart from reducing the quality and merging I don't see, that's the problem with a game that uses an engine more than ten years old.

 

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Posted

Maybe it's going too far in the tris/quads, and the game won't handle it.

This is what I have :

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Onde body, around 5k verts,  entire body have one material(WH can't handle any more) the texture is set with an uv atlas (6k)x(4k), link meshes to an original game skeleton, select meshes and skeleton at the end, export as fbx, convert into rmv2 with QtrMe, then add in game with Asset Editor.
If the QtMe accepts the mesh for conversion, it will work in game.

Posted
On 12/2/2022 at 4:42 PM, zeta0080 said:

Greenskin update released in Nexus

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Seems like alot of the campaign models are still abit janky, might be one of my other mods tho.

Posted

-Warrior of Asuryan infomation-
 

Lastest modding of Hoeth sword master.

And silvering guards is done.

 

processing

 

Womens variant


Sister of avelorn 100%

Hoeth sword master 100%

Silverin guard 100%

Archer 40%

Archer(light armor) 0%

Ellyrian reaver 0%

 

mans variant


White lion 0%

Phoenix guard 0%

Spear man 0%

Silver helm 0%

Dragon prince 0%

Sea guard 0%

 

I think, it will be released at the end of December.

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Posted
20 hours ago, Maurin said:

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Seems like alot of the campaign models are still abit janky, might be one of my other mods tho.

Mods conflict, some mods covered mine.

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