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Isabella “Ivy” Valentine, Soul Calibur to S3 hair conversion


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Posted

Isabella “Ivy” Valentine, Soul Calibur to S3 hair conversion


Details:

  • Base game compatible
  • For teen, young adult and adult femsims
  • Disabled for random sims
  • All LODs
  • Polycount: LOD0 and LOD1=6736; LOD2=2072
  • Only available as .package

Defects:

  • Pixelation and other texture defects the more you zoom
  • Some clipping behind the neck
  • Transparency issues at the tips and behind the neck when interacting with windows and other stuff that use translucent shaders

Notes:

  • Original game textures plus Pastry-Box controls
  • Someone at Namco surely thought "stretching sections of the texture is such a good idea, no one will ever notice!". That generated blurring and pixelation so I had to separate some sections and modify their UV to attempt to fix it. Also upscaled the textures using ESRGAN. The bottom line is the hair will look different compared to the original with the benefit of reduced pixelation to some extent
  • No problems with normal simming and custom animations (although you should know I don’t test every possible combination)

Bonus:

  • I converted Ivy’s choker a loooooooong time ago but never released it, until now
  • Located on accessory section, earrings slot
  • LOD 1=648, LOD2=560
  • 3 color channels
  • Textures look blurry and will get worse the more 3d accessories you wear (nails, rings, glasses, etc)
  • Clipping around the shoulders and the neck depending on animation and the garment worn
  • I only included two sizes: medium and small, couldn’t make a large one without the mesh looking deformed

Credits:

  • Original meshes and textures are property of Namco Bandai

 

Posted

Very nice, Josh! I converted her hair to TS4 few years ago, but dang I really hate that game. I had to squeeze all her hair textures into a tiny 512x512 space... 1024x1024 for the game's HQ mod (which sadly doesn't work the same as TS3's HQ mod.) I don't really play TS3 anymore, but I still follow your mods and gotta say you really make me want to come back haha.

 

Hope its not too off-topic, but what programs did you use to make this? TSRW? MilkShape3D? Blender? I recall TSRW being the main tool for Create-A-Sim mods and I also recall it being a real pain to work with back in the day. And my last question, which game specifically did you take this from? In my TS4 mod I used Soul Cal 6, just curious if there is any real difference in the mesh from SC4 or 5 (if you used them or looked at them.)

Posted (edited)

Thanks!

 

The original mesh came from a XNALara model so I used Blender to open it and separate the hair from the body, edit the UV, create the inner face and adapt the shape to the sims skull. I exported the result as an obj and used cmar’s meshtoolkit to convert it to .wso (you can also use milkshape to convert from obj to wso).

 

The textures where upscaled using ‘RealEsrgan-ncnn-vulkan’, beforehand I separated the main texture from its alpha because esrgan has problems with transparent textures or at least in my experience it ends adding black pixels. Everything was joined in a single 1024x1024 texture using paintdotnet.

 

Finally I used TSRW to compile everything, this program is less of a pain if you patch it with the ‘4gb patch’ yep, the same used for fallout and other 32bit games, with this tsrw crashes a lot less or at least it does in my experience.

 

This is the Soul Calibur 4 version I think I downloaded it from deviantart. As matter of fact I started this project a looooooong time ago but is just recently that I learned the basics around hair so I was able to finally complete it. If I wanted to start all over I would choose SC6 expecting the textures to be better quality.

Edited by JoshQ

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