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disney dreamlight valley


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Posted (edited)

When you are using my method to mod your Unity game, you need to have skeletal mesh (mesh + skeleton) in your fbx file. Must have Armature data when you opened your blender with the fbx file.

 

Equipment like hat usually is a static mesh (pure mesh with no skeleton/bone), so there is no bone (which is the core data needed for using Skinned Mesh Renderer.cs), and thus your Skinned Mesh Renderer.cs cannot detect your custom mesh in Unity engine.

 

If you export the fbx from AssetStudioGui, and then import into Blender, and you are able to see both armature and mesh, then you exported the fbx correctly.

After that, you should be able to see something in the Skinned Mesh Renderer in Unity Engine.

 

For static mesh, I only know that you can at most make the mesh disappear by giving it corrupted data when reimporting back to the game. Other than that, I do not know a way to edit static mesh.

Edited by ZenithMob
Posted (edited)
7 hours ago, ZenithMob said:

When you are using my method to mod your Unity game, you need to have skeletal mesh (mesh + skeleton) in your fbx file. Must have Armature data when you opened your blender with the fbx file.

 

Equipment like hat usually is a static mesh (pure mesh with no skeleton/bone), so there is no bone (which is the core data needed for using Skinned Mesh Renderer.cs), and thus your Skinned Mesh Renderer.cs cannot detect your custom mesh in Unity engine.

 

If you export the fbx from AssetStudioGui, and then import into Blender, and you are able to see both armature and mesh, then you exported the fbx correctly.

After that, you should be able to see something in the Skinned Mesh Renderer in Unity Engine.

 

For static mesh, I only know that you can at most make the mesh disappear by giving it corrupted data when reimporting back to the game. Other than that, I do not know a way to edit static mesh.

>For static mesh, I only know that you can at most make the mesh disappear by giving it corrupted data when reimporting back to the game. Other than that, I do not know a way to edit static mesh.

I see, indeed the mesh is just static because it doesn't have bones as you said, so it seems I can't edit that accessory, thanks for the response!

If you find a way to edit files with static meshes and you don't mind telling me, I would greatly appreciate it.

 

>If you export the fbx from AssetStudioGui, and then import into Blender, and you are able to see both armature and mesh, then you exported the fbx correctly.

After that, you should be able to see something in the Skinned Mesh Renderer in Unity Engine.

Yes the skinned mesh rendered.cs works wihtout a problem on objects with bones as you said, so it works only with fbx files with bones, I see.

 

Now knowing that I will avoid editing files without bones, thanks again for the answer.

 

Edited by Meekurukuru
edit: underline
Posted
On 5/25/2023 at 10:13 AM, ZenithMob said:

How to Mod Disney Dreamlight Valley (Unity game)

This tutorial is meant for experienced modders who understand how to do 3D modelling, because the tutorial assumes that you already know how to edit mesh, weights, UV map, textures and know what are armature/bones.

Tools that you need:

AssetStudio (latest version)- Export mesh in .fbx and textures. Also used for previewing mesh and textures.

https://github.com/Perfare/AssetStudio

 

UABEA (latest release version - nightly build) - Import/export dumps to repack the game files.

https://github.com/nesrak1/UABEA

 

Skinned Mesh Renderer.cs (latest script that works from GameBanana. If you have the script from Pokemon discord, please replace with this version instead). Should work unless the game uses very old Unity engine (Unity 2017 and older probably). Right-click the link > Save Link as > save the file as “Skinned Mesh Renderer.cs” .

https://pastebin.com/raw/srPr2cxd

 

Unity engine (to build your mesh) – You have 2 options to find the unity version.

1) From the .exe file, right click properties > Details, but this may be inaccurate sometimes.

2) Find any .assets file, open with notepad++ > check first line.

Then get the unity engine from unity hub. In this case, the unity version is 2020.3.36f1, so you’ll have to download 2020.3.36 Unity engine.

 

Step 1: Setting up the Unity project

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image.png.149fe7bc55a166371f2cec61f76dacf9.png

 

Name your Unity project with whatever name you like. Select 3D Core and then create project.

image.png.b8427437d6b1c0869b6bd9d4da0dc03c.png

In the top left, you see your scene hierarchy, and you may get rid of the 2 objects if you want.

image.png.5343a64e629e924ff82ce96d7051b38a.png

Next, right-click anywhere inside the space under Assets at the bottom > Create > Folder, then create two folders called “EDITOR” and “EXPORT”.

image.png.9d880205f75e78052e2f58d7732c723d.png

 

Double-click to navigate inside the EDITOR folder.

image.png.833cc94dd5914394ad62157c9678f24b.png

Next, right-click inside the space in EDITOR folder > Import new Asset, browse to your Skinned Mesh Renderer.cs and click Import.

image.png.594cc226b96a988c590240a510c427dc.png

Notice that you now have a new menu called “Tool” for skinned mesh component.

image.png.df7b25c898d4d63f221154ba85de1973.png

Your Unity project is now setup.

Step 2: Find and extract game assets
 

  Reveal hidden contents

Run AssetStudioGUI.exe to open AssetStudioGUI.

image.png.d6daf0906acbcf0b879f32c7c643da27.png

Click on Options > Specify Unity version > type “2020.3.36f1” (because this game requires the Unity version to be specified before you can extract the files).

image.png.907e3a15b750689da0a73c9fd3fc1540.png

Click on Options > Export options.

image.png.8cba69e40106b5884f8fbac93da69fff.png

Now check that your export options are set this way.

image.png.adbf87fda0b5f43677fb5c098ec76730.png

Now you have 2 options to see the assets, either you use File > Load file (if you know exactly where your asset is) or you use File > Load Package on …StreamingAssets\aa\win folder to see all assets.

In this tutorial, we will focus on modding Anna (NPC character) and I happens to already know where the file is, so I will use File > Load file on …\StreamingAssets\aa\win\character-visual_assets_assets\ anna_b4a75a478a548be76d48d7159dfd84c2.bundle.

image.png.3effcf097a0708968145cbc9bdb73275.png

Looking through the list of “Mesh” type, it is easy to spot that “anna_travel_lod0” is the mesh that I would like to mod. You can also click on anna_travel_lod0 to preview it.

image.png.d28a7d15b37ae85f063be42a6108877d.png

To extract the model, right click on “anna_travel_lod0” > Click on “Go to scene hierarchy”.

image.png.46b8cf4939c59fa871c6ba588478b78a.png

In the next screenshot, you’ll set a bunch of object names.

image.png.5d2c3399e3458f560266b85203a05642.png

Now, we need to make a guess on which checkbox to tick before we extract the model, because we don’t want to extract too many files, which would be confusing.

“anna_travel” looks quite logical to extract the Anna character model from, so we ticked the checkbox there.

image.png.bdf1b017c93060f2a5dab6052a4b9c33.png

Well, main thing is that we want the “root” which is the armature and the mesh which is anna_travel_lod0 to be part of the whole object that we extract.

image.png.6482ef1f9618f09a4b99ea6bff86c8f5.png

Click on Model > Click on Export selected objects (split) to export to a folder.

image.png.3a56635772bd96e7ef1e971a0acdb237.png

Your folder will contain a .fbx file and its related textures (if any).

Go back to AssetStudioGUI > click on Asset List, so that we can write down PathID values.

PathID values are very useful to locate your assets like mesh/texture inside the files quickly.

image.png.5403628bfe85630c26fe34514a47bdd1.png

Right click on your mesh (anna_travel_lod0) at where the PathID column is > click on Copy text.

Create a new .txt file somewhere in your pc and paste the value.

In above screenshot (where we extracted the model files earlier), we know that the texture files are Anna_diff.png, Anna_maps.png and Anna_nm.png. Scrolling down the list in AssetStudioGUI, we can also see the PathID of the 3 texture files.

Copy down the PathIDs of the 3 texture files in a .txt file if you want.

If you need to know what file to repack to, go to AssetGui > right click on the mesh/texture > Show original file.

image.png.58f6170862741b5b039cc62dbc440663.png

Based on the PathIDs you copied, your .txt file may look like this.

image.png.e3379ee039af263443715cb2dab3a3c6.png

You can close the AssetStudioGUI.

Step 3: Editing the character model
 

  Reveal hidden contents

I use Blender for 3D modelling, so this tutorial is based on Blender.

In a new Blender project, use File > Import > FBX (.fbx)

image.png.169ba5393680d04f78ea9772dc64467c.png

You can use the following import options when importing the fbx file.

image.png.79efd246c9c9400f645a08ef920a27c3.png

image.png.9b4500367639c16cab94680cdbc3320f.png

image.png.84d887db36cafd949752275ee5aad23f.png

Looking at the bones, the body mesh is aligned quite nicely with the bones. Sometimes, the mesh may not be aligned with the bones and they may be far apart. Which means you need to align the mesh back to the bones by changing XYZ position and XYZ rotation (just do not apply transform after changing the coordinates and rotation angles).

image.png.50e4d8b1f6f7e44a9d462cd0e1d6771e.png

In this case, the bones are already aligned to the body mesh, so we don’t need to change XYZ location and rotation.

image.png.0c09d0d9966174c3599ca77391a6d0f6.png

Notice that the bones are very misaligned on the face mesh, but since we are not changing the face mesh, it does not matter and we can ignore this part.

Now make your edits.

image.png.0b8561b259faf64477f2d221e6d403e5.png

I fast-forward the edit part because this tutorial is more for how to repack the mod.

Click on “Collection” folder to allow the folder to become active collection.

image.png.cf0dffca1e0be3fe29335ab1fa7f36df.png

image.png.1b29f0e2b54f65911683441aa3a88273.png

Click on File > Export > FBX (.fbx).

You can use the following FBX export options.

image.png.6286b71fc1210ccf7535daf2355cdb36.png

Ensure that your exported fbx name is the same as the original fbx name, which is anna_travel.fbx in this case.

image.png.a4e3056466bf7004b4a6c4534b521af8.png

image.png.f0937c868f823aa877b0bf3e68020afe.png

The options for FBX export are practically the same as what you can use for Unreal Engine modding.

 

Step 4: Building the mesh assets using Unity Engine
 

  Reveal hidden contents

In your Unity project, drag and drop both your original fbx and custom fbx files from your pc’s directories into your “Assets” workspace.

image.png.15abaeeb34c8b28a82ba544345c3f0dd.png

 

In other guides, they mentioned that if you click on the fbx model in the Assets workspace, then Convert Units and Read/Write Enabled would both need to be toggled in reverse. But in this game, there is no need to do anything for this part as it works fine without toggling them. So, just leave it as default.

 

image.png.f3af1f7520311ac320ada24bcff3db52.png

 

Drag both original and custom fbx models from Assets workspace into the game scene.

image.png.83aa8a26f977874da410b2cebb574ab7.png

Notice that the left hand side’s scene hierarchy contains anna_travel 1 and anna_travel objects after you dragged the 2 fbx models into the game scene.

image.png.fcd113edc2b5ec656c52253106324d8e.png

Click on Tool > Mesh > Generate Mesh Component.

image.png.3eb135eb2dc343c41757bd9983ca2f83.png

At the Base Mesh, click on the circle icon to select a base mesh. You need to select the original fbx model as the base mesh. Looking at the scene hierarchy at the left, anna_travel is my original fbx model (position at the bottom) but anna_travel 1 is my custom fbx model (positioned at the top of the hierarchy).

Therefore, when you choose Base Mesh, you click on the bottom “anna_travel_lod0” because the scene hierarchy tells us that the original fbx model is at the bottom position.

Expand “Components”.

image.png.655d98134d63c065da70df0e9810b8c3.png

In Element 0, choose the custom fbx model by clicking on the top “anna_travel_lod0”.

image.png.8979a07ea380060e537bedbbc97c8d93.png

Click on Generate.

image.png.2b6057dce010d51bb9d68ac3578d52c9.png

Notice that Assets > EXPORT folder now has a new mesh.

image.png.b430b0c28d7bc3ffacc9d97f0a29940f.png

Drag the new mesh into the game scene and you’lll get anna_travel_lod0 in the scene hierarchy.

Delete the template fbx models in the scene hierarchy, leaving only anna_travel_lod0 (new mesh).

Ctrl + S to save the project.

image.png.125996a62154475747afd2b9421b901e.png

image.png.cc36f5b335c7d8ad6d717bd336ec708c.png

Click on File > Build Settings.

image.png.2b0c9849dfa9728613d8dcb6c5cd6c5e.png

Click on Build and save your project files to a folder in your pc.

image.png.62365044e5439569109df88cb4e4100a.png

Navigate into your Data folder, which is “My project for Disney_Data” in this case.

image.png.064497fb37ffa1c49deb8841575e71e0.png

The custom mesh is inside the sharedassets0.assets.

You may close the Unity Engine project.

Step 5: Repacking the game assets using UABEA
 

  Reveal hidden contents

Understand that there are two types of Unity Asset Bundle Extractor, UABE and UABEA. Do not use UABE, use UABEA instead.

Run UABEAvalonia.exe and open UABEA.

image.png.f0fe9a53a22ebefa46c5a887c0213773.png

Let’s call this UI as the main menu for simplicity.

Click on File > Open > Navigate to your sharedassets0.assets where you build your custom mesh using Unity Engine earlier.

image.png.b744dbba2304f6dc2eddd819151885ef.png

You will see a “Assets Info” popup.

Recall that our custom mesh is named “anna_travel_lod0” in the Unity Engine. Therefore, we click on anna_travel_lod0 > Export Dump.

image.png.94ebe18ec2afe74a9bc603790679422c.png

Ensure your select the file type as “UABEA json dump (.json)”.

Save the custom mesh JSON dump somewhere in your pc.

Close the “Assets Info” popup.

Recall that you saved a .txt file with the PathID info earlier? Now you can start to refer to it.

image.png.ccd38e400c431c28629f02ba28355394.png

In the UABEA main menu, click on File > Open > Nagivate to your original game .bundle file (we already wrote down the bundle name, so it is easy to remember which file it is) and open it.

image.png.568993f78afb1c551fa8e2755afe0d91.png

Now you see a popup message which states that the bundle is compressed. Click on Memory for decompression.

image.png.f571c6d980541abf0505a1e58ae8a448.png

You now have some data loaded to UABEA. Click on Info to show the Assets Info popup.

image.png.5f0f5e91a53e59541912e8e5129712c4.png

Click on View > Go to asset.

image.png.2c20cc930a7955e35e08e5013ea9b4af.png

Enter the Path ID of the original game mesh, which we wrote down in .txt file as 63314881225579444 earlier.

image.png.a37fd6f64254a4c9fa65bebacc2d9bf0.png

We have navigated directly to the mesh. Click on Export Dump.

Same as before, ensure you are saving as JSON dump.

image.png.7350ed14cc5d42f25fdfd80cf9536cab.png

You may rename this JSON file with -original at the back, so that it is easier to remember that this is JSON dump of the original mesh.

Using Notepad++, open the two JSON dump files that you exported.

image.png.fda587f19a311f2005d9d1654a463f0f.png

In the original dump json, Ctrl+F to search for “m_BoneNameHashes”.

image.png.27663fd42eb055ecc686249648db616c.png

image.png.1de51286edb70e9c498769a3e952a187.png

Copy the whole data from curly bracket { onwards till the } curly bracket.

Go to your custom mesh json file, search for “m_BoneNameHashes”.

image.png.6cc60af96332ca1acfa4a3a0124669a5.png

Replace the whole data { } data from original mesh JSON to the custom mesh JSON.

image.png.eb10c379601c71d8184f681aeb37dfe0.png

Repeat the same for m_RootBoneNameHash.

image.png.3a701ef67d18b9a5f29d516abeef2488.png

Go back to your “Assets Info” popup from UABEA for the original mesh.

image.png.5d9de87b55b6486d45cd68233e880a86.png

Click on Import Dump.

image.png.6eb851674d2cb9e6ec68ca00f12a7157.png

Ensure that you click on “UABEA json dump (.json). Navigate to your modified custom mesh json (you modified it to add the missing bone data in notepad++ just now).

image.png.420bd5569db3c83872e779f78f8fb675.png

Import the json dump by clicking Open.

Since I also modified the diffuse texture map file, I refer to the .txt file and checked that the PathID is 8795829544577487163.

image.png.103079e88124dd403bd9a9ef488a3d1e.png

So I navigated to the diffuse texture by using the PathID.

Click on Plugins > Edit texture.

image.png.91be6b0b867549de96e2e1ac4688c64d.png

I have no idea how the options work, so you can trial and errors and see what the other options do. But these options work for me.

image.png.b0db0258b03f65e6cd1bf04a2e3c0dbc.png

Click on Load and find your modified texture file to load it.

Then click on Save.

image.png.7d0a060d2caca895cb728596f917cf56.png

In the Assets Info popup, click on Save as.

image.png.02e287bc17f5899cf1ea033d5a429b98.png

It will tell you that the file (in memory) is saved. Click on OK.

Close the Assets Info popup only.

image.png.3c964b4da12e3791ef76973b29221a2e.png

In UABEA main menu, notice that there is a * at the end which indicates that the file is modified but not saved.

Click on File > Save as.

image.png.ac96973ff40d7dfbdde0f49de03e8ce2.png

Write the File name as the original bundle name, which I happened to have copied the bundle in my .txt file earlier, so I just copy paste it.

image.png.4aae612d0f126891d41bb8dcc47b518c.png

Save the bundle file.

You may now close UABEA.

 

image.png.8cf3127cb40ef0d90e32eb4504593dfd.png

 

Backup your original game .bundle file and then replace with your modified .bundle file. Play the game to test.

You can see how the final bundle file looks like in the attachment.

 

 

For some reasons, the images ended up kind of blur, dunno why, lol.

Anna.rar 8.81 MB · 132 downloads

where do you play the anna file model?

  • 2 months later...
Posted (edited)

@vork88, sorry for the delay, I had to check it by myself. It works even with gamepass version.

 

You just have to put file in that location: XboxGames\Disney Dreamlight Valley\Content\ddv_Data\StreamingAssets\aa\win\character-visual_assets_assets\anna_b4a75a47.bundle

Now I wonder if we could use SmutBase models in this game...


image.png.5869b58e9de632c52e3967da9724bfba.png

Edited by Celcia_sama
typo
Posted
3 hours ago, Celcia_sama said:

@vork88, perdón por la demora, tuve que comprobarlo yo mismo. Funciona incluso con la versión gamepass.

 

Sólo tienes que poner el archivo en esa ubicación:  XboxGames\Disney Dreamlight Valley\Content\ddv_Data\StreamingAssets\aa\win\character-visual_assets_assets\anna_b4a75a47.bundle

Ahora me pregunto si podríamos usar modelos SmutBase en este juego...


imagen.png.5869b58e9de632c52e3967da9724bfba.png

Couldn't you do it without boots?
In all the mods that I have seen in this topic they all have boots

Posted
22 hours ago, Celcia_sama said:

@vork88, sorry for the delay, I had to check it by myself. It works even with gamepass version.

 

You just have to put file in that location: XboxGames\Disney Dreamlight Valley\Content\ddv_Data\StreamingAssets\aa\win\character-visual_assets_assets\anna_b4a75a47.bundle

Now I wonder if we could use SmutBase models in this game...


image.png.5869b58e9de632c52e3967da9724bfba.png

so is the download link the modded version or do i need to \create the nude mod my self?

Posted

ok i did the best editing i can if anyone is good with editing please use my fbx elsa and please help fix her up and make it look better i did kept the legging stuff because it make elsa look sexy in it but everything else need to be fix im not good on editing it the best i could do 

Elsa bad edit 1.rar

Posted
4 hours ago, vork88 said:

ok i did the best editing i can if anyone is good with editing please use my fbx elsa and please help fix her up and make it look better i did kept the legging stuff because it make elsa look sexy in it but everything else need to be fix im not good on editing it the best i could do 

Elsa bad edit 1.rar 10.11 MB · 3 downloads

@vork88

That is a good first edit, although the model needs some fixing since you are using another model for the base of the nude mod.

Here is a guide on how to improve your model:

Spoiler

image.png.1be0789ee35f72168e93d446d6bed350.png

 

You can fix it by removing the excess from the new model and then joining them in "Edit mode" (click TAB to get there)

image.png.0388e060b161ed51c241fd4723f56c28.png

 

Removed some excess by selecting it with right click then pressing "x", now it is time to join the two meshes 

image.png.746b30cbb3c2b3ad3d8c142df99f57ca.png

 

Then by clicking on the edges and pressing "M" > "At center" 

 

image.png.4b2fc1f1b53bad3504e764e01c6fafc3.png image.png.e82b7896f9e4b81fa0908cc5a62f73f6.png

 

Success

image.png.913683861874915541a1eda4fe244914.png

 

You would need to do that for all the model parts that don't look good and remove the excess from the other skin as possible.

Then just select both models and press "CTRL" and "J" to join them together.

 

You can get a smooth mesh between 2 things, that is the best trick you can use when merging 2 models or joining void from models in Blender.

Hope that short tutorial helps.

 

So I edited it her a bit, here is my take on the model. 

 

Elsa Nude Blender Model for Disney Dreamlight Valley

She is:

  1. Topless.
  2. Has a mini skirt.
  3. Fully nude below.
  4. Has 3D Nipples.

I tried to keep her sizes the same from the model, so her boobs are the same too.

 

image.png.da495ee7cffde95f0f4eeac9562675c2.png

 

Below: (Shows 3D Nipples and new textures too)
image.png.b807bafb8de329a0eed624dff103094d.png

 

More screenshots:

Spoiler

Sides

image.png.57ac1cee108717d1e5a55ef7704e94ac.png

image.png.c85dfe4c074583b56815c83f4cf99281.png

 

Back

image.png.e29eded7477017a870da7663e4ab7038.png

 

Front:

image.png.8c516afedfd6c6ea1adcab7a12d7737a.png 
 

 

You will need to import her into the game with the usual methods of putting the FBX file into unity then into the ".bundle" file into the game.  

I can't do it because I don't have the game, hope that helps.

Elsa Nude Blender Model for DDV.rar

 

Thanks.

Posted
9 hours ago, Meekurukuru said:

@vork88

That is a good first edit, although the model needs some fixing since you are using another model for the base of the nude mod.

Here is a guide on how to improve your model:

  Reveal hidden contents

image.png.1be0789ee35f72168e93d446d6bed350.png

 

You can fix it by removing the excess from the new model and then joining them in "Edit mode" (click TAB to get there)

image.png.0388e060b161ed51c241fd4723f56c28.png

 

Removed some excess by selecting it with right click then pressing "x", now it is time to join the two meshes 

image.png.746b30cbb3c2b3ad3d8c142df99f57ca.png

 

Then by clicking on the edges and pressing "M" > "At center" 

 

image.png.4b2fc1f1b53bad3504e764e01c6fafc3.png image.png.e82b7896f9e4b81fa0908cc5a62f73f6.png

 

Success

image.png.913683861874915541a1eda4fe244914.png

 

You would need to do that for all the model parts that don't look good and remove the excess from the other skin as possible.

Then just select both models and press "CTRL" and "J" to join them together.

 

You can get a smooth mesh between 2 things, that is the best trick you can use when merging 2 models or joining void from models in Blender.

Hope that short tutorial helps.

 

So I edited it her a bit, here is my take on the model. 

 

Elsa Nude Blender Model for Disney Dreamlight Valley

She is:

  1. Topless.
  2. Has a mini skirt.
  3. Fully nude below.
  4. Has 3D Nipples.

I tried to keep her sizes the same from the model, so her boobs are the same too.

 

image.png.da495ee7cffde95f0f4eeac9562675c2.png

 

Below: (Shows 3D Nipples and new textures too)
image.png.b807bafb8de329a0eed624dff103094d.png

 

More screenshots:

  Reveal hidden contents

Sides

image.png.57ac1cee108717d1e5a55ef7704e94ac.png

image.png.c85dfe4c074583b56815c83f4cf99281.png

 

Back

image.png.e29eded7477017a870da7663e4ab7038.png

 

Front:

image.png.8c516afedfd6c6ea1adcab7a12d7737a.png 
 

 

You will need to import her into the game with the usual methods of putting the FBX file into unity then into the ".bundle" file into the game.  

I can't do it because I don't have the game, hope that helps.

Elsa Nude Blender Model for DDV.rar 11.25 MB · 0 downloads

 

Thanks.

yeah im still new to that lol i can make big boobs just by taking the model and making the model chest grow big that easy but merging 2 models is new to me and youtube tutorials dont help with what im looking for 

Posted (edited)
1 hour ago, vork88 said:

yeah im still new to that lol i can make big boobs just by taking the model and making the model chest grow big that easy but merging 2 models is new to me and youtube tutorials dont help with what im looking for 

Everyone has to start somewhere, I started 2 months ago from scratch and it is 100% doable, it just takes time.

There are very few resources online on how to make nude mods, so I am planning to make a tutorial section on how to do that just that later on after I finish working on some mod updates for the Neptunia modpack I made.

 

On the meantime, here are some tutorials to help you modding:

For big boobs here is a good technique that I use for models, no need to import from other models so it is way easier to do.

Big boobs or any other body part:

Spoiler

0. Make the model have increase mesh vertexes so it is has smooth sections.

Since we are working with the sculpt mode, the more vertexes, the better it will look, although don't go overboard with this trick, some game engines will not accept a lot of models with million of vertexes and some pcs might get a lot of lag, so just do this once or twice on the selected area only!

 

Select the model by clicking on it in "Object mode", press "TAB" to to get into "Edit mode" and then select everything either by using the the circle select tool like it is shown on the image or by other means like pressing "L" if the model is divided on that section.

After that just press left click and subdivide the model meshes so you can get more vertexes. Do this once or twice only on that area, no more than that.

image.png.6298dcbe990217886ca3fcb84fe36394.png

After some subdivisions, remember to only select the boobs or the are you are working or it will look bad!

image.png.00ca1d7309a3b97c0d11f10f04fcf5a0.png

 

1. After that, select the part you want to increase the size in object mode, in this case the boobs so I select the body by right clicking on it.

image.png.1802d75bb1b6324c005b772b58a4f346.png

 

2.  Change blender into "Sculpt mode" by going into this section in red

image.png.8b326961b818f4cda19a9d6ef837be0b.png

 

3. Select this brush to increase the size of the mesh, in this case we are going to put the following strength and radius so we can get a uniform size, you can adjust to your liking but I prefer using this settings

image.png.db5f5923231862d9bb6d96125e3b0bbd.png

 

Each setting explained:

First option on the vertical tab, it lets you "draw" new shapes into the model mesh.

Radius, increases the size of the brush cursor.

Strength, increases the strength of the brush cursor.

The "+" is for making the mesh bigger, the "-" is used if you want to make the mesh smaller/flatter 

The "X" near that butterfly icon is the mirror mode, we are mirroring the cursor on the X axis so we can have symmetrical boobs or things when working on bodies.

 

I used the "inflate" option instead of the "draw" one for this model, choose the one it suits you for each case, "Draw" is generally the best option but it is up to your choice sometimes.

image.png.e25006a598109c81ec6a1a5ddfea8820.png

 

4. After everything is selected accordingly, just hold click where you want to make the boobs bigger by doing a circular motion on the area and repeat the process until you get the desired size, I added some nipples that can be some cylinders from blender or something custom made to give it a better look and here is the final result.

image.png.f953891e06183d606d4a06748858d9d5.png

 

plus im not good with texture editing so i can work on busty mods but nude mods is a no go lol 

It is just practice, here is a short tutorial on how to edit textures to be nude

Texture editing on any other body part:

Spoiler

For texture editing, find where the texture is associated in blender by going into "UV EDITING" in blender and look the area from that texture by going into "edit mode" and selecting a part from the texture, then just open said texture in paint, photoshop or gimp in my case.

image.png.cb055a18f50fb54f28a9a1634dc7a057.png 

Then use the color copy tool in your image editor and copy the color from the skin of the character in 2 shades, one light and one dark, then just paint away with the airbrush tool  with these options for best results:

image.png.37171692aef675b87aaa378a29d7908c.png 

Paint over the area with the light shade over all the body then use the dark shade for the edges of the body for the shadows.

image.png.7f773f79f499133bb42bef03337dc440.png

After that, just import the texture into blender and see the results. 

 

And that is how you edit a texture to be nude, it is pretty summarized but it helps.

 

I hope that helps.

 

You made me to install Unity and try it by myself. ;D

Nice to hear, good luck!

Edited by Meekurukuru
edit: spelling
Posted
25 minutes ago, Meekurukuru said:

Everyone has to start somewhere, I started 2 months ago from scratch and it is 100% doable, it just takes time.

There are very few resources online on how to make nude mods, so I am planning to make a tutorial section on how to do that just that later on after I finish working on some mod updates for the Neptunia modpack I made.

 

On the meantime, here are some tutorials to help you modding:

For big boobs here is a good technique that I use for models, no need to import from other models so it is way easier to do.

Big boobs or any other body part:

  Hide contents

0. Make the model have increase mesh vertexes so it is has smooth sections.

Since we are working with the sculpt mode, the more vertexes, the better it will look, although don't go overboard with this trick, some game engines will not accept a lot of models with million of vertexes and some pcs might get a lot of lag, so just do this once or twice on the selected area only!

 

Select the model by clicking on it in "Object mode", press "TAB" to to get into "Edit mode" and then select everything either by using the the circle select tool like it is shown on the image or by other means like pressing "L" if the model is divided on that section.

After that just press left click and subdivide the model meshes so you can get more vertexes. Do this once or twice only on that area, no more than that.

image.png.6298dcbe990217886ca3fcb84fe36394.png

After some subdivisions, remember to only select the boobs or the are you are working or it will look bad!

image.png.00ca1d7309a3b97c0d11f10f04fcf5a0.png

 

1. After that, select the part you want to increase the size in object mode, in this case the boobs so I select the body by right clicking on it.

image.png.1802d75bb1b6324c005b772b58a4f346.png

 

2.  Change blender into "Sculpt mode" by going into this section in red

image.png.8b326961b818f4cda19a9d6ef837be0b.png

 

3. Select this brush to increase the size of the mesh, in this case we are going to put the following strength and radius so we can get a uniform size, you can adjust to your liking but I prefer using this settings

image.png.db5f5923231862d9bb6d96125e3b0bbd.png

 

Each setting explained:

First option on the vertical tab, it lets you "draw" new shapes into the model mesh.

Radius, increases the size of the brush cursor.

Strength, increases the strength of the brush cursor.

The "+" is for making the mesh bigger, the "-" is used if you want to make the mesh smaller/flatter 

The "X" near that butterfly icon is the mirror mode, we are mirroring the cursor on the X axis so we can have symmetrical boobs or things when working on bodies.

 

I used the "inflate" option instead of the "draw" one for this model, choose the one it suits you for each case, "Draw" is generally the best option but it is up to your choice sometimes.

image.png.e25006a598109c81ec6a1a5ddfea8820.png

 

4. After everything is selected accordingly, just hold click where you want to make the boobs bigger by doing a circular motion on the area and repeat the process until you get the desired size, I added some nipples that can be some cylinders from blender or something custom made to give it a better look and here is the final result.

image.png.f953891e06183d606d4a06748858d9d5.png

 

plus im not good with texture editing so i can work on busty mods but nude mods is a no go lol 

It is just practice, here is a short tutorial on how to edit textures to be nude

Texture editing on any other body part:

  Hide contents

For texture editing, find where the texture is associated in blender by going into "UV EDITING" in blender and look the area from that texture by going into "edit mode" and selecting a part from the texture, then just open said texture in paint, photoshop or gimp in my case.

image.png.cb055a18f50fb54f28a9a1634dc7a057.png 

Then use the color copy tool in your image editor and copy the color from the skin of the character in 2 shades, one light and one dark, then just paint away with the airbrush tool  with these options for best results:

image.png.37171692aef675b87aaa378a29d7908c.png 

Paint over the area with the light shade over all the body then use the dark shade for the edges of the body for the shadows.

image.png.7f773f79f499133bb42bef03337dc440.png

After that, just import the texture into blender and see the results. 

 

And that is how you edit a texture to be nude, it is pretty summarized but it helps.

 

I hope that helps.

 

You made me to install Unity and try it by myself. ;D

Nice to hear, good luck!

these tutorials will help for anyone who wants to start making models 

Posted
28 minutes ago, vork88 said:

these tutorials will help for anyone who wants to start making models 

For sure, hopefully it helps someone.

Here is a another tutorial that I used back in the day when making nude unity mods.

After some time, I will write some others too.

 

I hope that helps.

 

Posted
3 hours ago, Meekurukuru said:

Everyone has to start somewhere, I started 2 months ago from scratch and it is 100% doable, it just takes time.

There are very few resources online on how to make nude mods, so I am planning to make a tutorial section on how to do that just that later on after I finish working on some mod updates for the Neptunia modpack I made.

 

On the meantime, here are some tutorials to help you modding:

For big boobs here is a good technique that I use for models, no need to import from other models so it is way easier to do.

Big boobs or any other body part:

  Reveal hidden contents

0. Make the model have increase mesh vertexes so it is has smooth sections.

Since we are working with the sculpt mode, the more vertexes, the better it will look, although don't go overboard with this trick, some game engines will not accept a lot of models with million of vertexes and some pcs might get a lot of lag, so just do this once or twice on the selected area only!

 

Select the model by clicking on it in "Object mode", press "TAB" to to get into "Edit mode" and then select everything either by using the the circle select tool like it is shown on the image or by other means like pressing "L" if the model is divided on that section.

After that just press left click and subdivide the model meshes so you can get more vertexes. Do this once or twice only on that area, no more than that.

image.png.6298dcbe990217886ca3fcb84fe36394.png

After some subdivisions, remember to only select the boobs or the are you are working or it will look bad!

image.png.00ca1d7309a3b97c0d11f10f04fcf5a0.png

 

1. After that, select the part you want to increase the size in object mode, in this case the boobs so I select the body by right clicking on it.

image.png.1802d75bb1b6324c005b772b58a4f346.png

 

2.  Change blender into "Sculpt mode" by going into this section in red

image.png.8b326961b818f4cda19a9d6ef837be0b.png

 

3. Select this brush to increase the size of the mesh, in this case we are going to put the following strength and radius so we can get a uniform size, you can adjust to your liking but I prefer using this settings

image.png.db5f5923231862d9bb6d96125e3b0bbd.png

 

Each setting explained:

First option on the vertical tab, it lets you "draw" new shapes into the model mesh.

Radius, increases the size of the brush cursor.

Strength, increases the strength of the brush cursor.

The "+" is for making the mesh bigger, the "-" is used if you want to make the mesh smaller/flatter 

The "X" near that butterfly icon is the mirror mode, we are mirroring the cursor on the X axis so we can have symmetrical boobs or things when working on bodies.

 

I used the "inflate" option instead of the "draw" one for this model, choose the one it suits you for each case, "Draw" is generally the best option but it is up to your choice sometimes.

image.png.e25006a598109c81ec6a1a5ddfea8820.png

 

4. After everything is selected accordingly, just hold click where you want to make the boobs bigger by doing a circular motion on the area and repeat the process until you get the desired size, I added some nipples that can be some cylinders from blender or something custom made to give it a better look and here is the final result.

image.png.f953891e06183d606d4a06748858d9d5.png

 

plus im not good with texture editing so i can work on busty mods but nude mods is a no go lol 

It is just practice, here is a short tutorial on how to edit textures to be nude

Texture editing on any other body part:

  Reveal hidden contents

For texture editing, find where the texture is associated in blender by going into "UV EDITING" in blender and look the area from that texture by going into "edit mode" and selecting a part from the texture, then just open said texture in paint, photoshop or gimp in my case.

image.png.cb055a18f50fb54f28a9a1634dc7a057.png 

Then use the color copy tool in your image editor and copy the color from the skin of the character in 2 shades, one light and one dark, then just paint away with the airbrush tool  with these options for best results:

image.png.37171692aef675b87aaa378a29d7908c.png 

Paint over the area with the light shade over all the body then use the dark shade for the edges of the body for the shadows.

image.png.7f773f79f499133bb42bef03337dc440.png

After that, just import the texture into blender and see the results. 

 

And that is how you edit a texture to be nude, it is pretty summarized but it helps.

 

I hope that helps.

 

You made me to install Unity and try it by myself. ;D

Nice to hear, good luck!

 

Posted

at first i tried to just use normal inflate and sculpture work but it did not look good at all so i restarted it and was like screw it 

Posted (edited)
1 hour ago, vork88 said:

ok i spend a good time editing ariel body and using anna model boobs over ariels some of the model need to be fix up but i did the best i can it not bad edit using what you showed us only thing is the boobs i cant figure out how to make it match ariel skin color 

ariel need texture edit for the boobs.rar 8.68 MB · 0 downloads

 

since anna model here dont have texture for the boobs i dont know how to edit that anna model texture 

 

How to add textures to merged objects:

Spoiler

1.  Select the model in "Object mode"

image.png.653dfbe1fda9fff3d13e0a9da77b4a4b.png

 

2. Switch to edit mode and select the area that doesn't have textures assigned (this is all assuming the object is already merged, if it is not, merged it first before continuing, to merge  to objects, just press "CTRL" and "J")

image.png.533680c7f9d1831d44da1d325fe94721.png

 

3. With the area selected, go into the "Material" tab, then change the "Anna_cloth_001" material into the material_002 of the model you are using, in this case, "Ariel_002" (This is the same for other models, change that texture to the one from the model you are currently using)

image.png.6fd8af81810479a12dad0402a4b0fd98.png

image.png.a5d8148263d725c2b5da8cca9b53afb8.png

Now we only need to find the right place for the textures because it is using textures from the wrong place of the model

image.png.674dca9d87ea752bc5fdf4f4efbdfdbe.png

 

4. WIth the area selected in "Edit mode", press "UV" and then "Project from View"

image.png.007f978da21a9f0cc80da373278b6abf.png

 

5. Now it will have textures but all messed with the original model, so we just need to re-arrange them, select the mess of the textures and go into "UV Editing" and move them to the place where they should be, use the shorcuts "S" to scale down the textures, "G" to move the texture around the uv editing place.

(If there is no texture on the UV Editing place, just go into this tab an change it to the one you got for that material, in this case Ariel_002)

image.png.8e7f2c0c737f2292f5b4c245fb992f37.png

 

Now just edit it to your liking, I change it a bit to have another color on the tip of the nipple, and here is the final result:
image.png.143716a557d25bdd3a64ca4f750076ae.png

 

at first i tried to just use normal inflate and sculpture work but it did not look good at all so i restarted it and was like screw it 

I noticed, if it works for you, then keep doing it the way you like doing it.

There is no set in stone way to mod things, I just help by saying how I do it in my mods.

It is not for everyone but it is more simple than merging models, that is for sure.

 

i just used the one i extract from the game this is the model i used if this is the one as for anna  i just deleted all her body and left the boobs lol

I see, that certainly is a way to do it, not the one I prefer but if it works, it works.

 

Don't forget to use the "M" and "At center" technique to join meshes, here it is a bit off in your model.

image.png.e66b70c86a16bfc3c18a01ffe7e3e853.png

 

image.png.9bde3d0b17aacbe512d30d9ffd67ab22.png

 

You can certainly see the changes from the first model you sent but it is an improvement from before nonetheless, that is for sure.

Nice job

Anime Yes GIF - Anime Yes Thumbs Up GIFs

 

Ariel Nude Blender Model for Disney Dreamlight Valley

image.png.2c6b660fbf1fd4d2411e10cd35905466.png

Ariel Nude Blender Model for DDV.rar

 

Hope that helps.

 

 

Edited by Meekurukuru
Posted (edited)

the blender anna model? because i just used the anna one that is on this thread 

but its this file from this thread i tried to use texture edit but the model texture dont even match the ariel color i copy from the images 

 

anna.rar

Edited by vork88
Posted
Just now, vork88 said:

oh the main ariel model that not edited?

 

The ariel model file you used while also joining them together with the anna model, not the base one.

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