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Advanced, highly customizable human race (WIP)


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Posted
36 minutes ago, djay135 said:

looks great !! so I would be able to use this on companions like sarah and andreja right? 


I do hope to eventually add companions yes.  I'm putting that on hold for a while because I really want to do a total appearance overhaul for them using the blender stuff, and its going to be a little bit before that's all ready. 

You'd be able to replace anyone you want with it, though it probably shouldn't be used for too many NPCs because of the performance hit.  As it stands, its much higher poly than vanilla bodies, and uses an additional mesh (this has head, torso, arms, and legs instead of vanilla using just head + body + hands).  Not to mention all the unique head parts, some of which are much higher poly than vanilla counterparts

 

Posted

I am already very much looking forward to adding this to my game. Giant KUDOS to you on some difficult and time consuming work that many of us will not be able to live without once it is implemented.

I do want to clarify one thing. You posted that it will morph with the in game sliders and wanted to be sure that things like weight and muscle definition changes won't be an issue or deform the overall body look? Some previous body mod (and clothing) efforts required a zero center body slider or you got distortions/clipping issues.

 

Once again, I'm totally looking forward to this. Sign me up for the download as soon as you are ready to release it.

DW

 

Posted
51 minutes ago, DevoutlyWicked said:

You posted that it will morph with the in game sliders and wanted to be sure that things like weight and muscle definition changes won't be an issue or deform the overall body look? Some previous body mod (and clothing) efforts required a zero center body slider or you got distortions/clipping issues.


For the in-game morphs, no more than people are accustomed to, but those depend on how clothes and things are made more than anything else.  To be honest though, in my experience so far, the more morphs you apply in game, the worse things will look.  That's always been true to an extent, but in older games, animations and skeletons weren't as complicated, meshes were lower poly, and textures weren't as detailed, so this was less noticeable.  For example, if you do a "bigger boobs" morph, the mesh is stretched out in that area, once you throw physics in there, it gets a little bit worse too.  If I thought I could get away with not having in game body morphs at all, and have all of the morphing done externally, I would do that in a heartbeat (but I know everyone would hate that and me for doing that, so don't worry 😂)


One of the things being figured out is if a blender-based bodyslide alternative is possible, and if mod makers would actually utilize it well enough to be worth the effort. Instead of making bodyslide files, they'd make a .blend file that has just the body at base shape and the clothes, then (if necessary) have a stack of modifiers + geometry nodes or whatever on the clothes that would be applied during the batch build process.  Those modifiers/nodes sort of serve as a set of "instructions" for how to build the clothes - they could be anything from just conforming the mesh to fit like bodyslide does, to physics simulation, or whatever really. I use a system like this already in a personal .blend file with a bunch of clothes I've ported and it works quite well so far - no mesh stretching or stretched textures, no uniboob issues, etc.  In some cases, its actually less effort than setting up bodyslide files for an outfit in OS.  Another possible use for it could be used to automatically mask off parts of the body that are under clothes and remove that geometry for (somewhat) better performance and no clipping, though I have not actually gotten around to adding that because I keep putting off making the extra skin AA records.  

Posted

Hey I am not so familiar with this g9 body stuff, but I am used to the UBE body mod for Skyrim, are the sliders going to be as in depth like that body? Specifically muscle wise?

Posted
On 11/26/2024 at 9:46 AM, drp23 said:

- It will come with a full set of default morphs, just like CBBE, BHUNP, Fusion Girl

How about Jane Bod?

Posted

I wonder if Tiger san will view this thread, it's just a dream if he becomes interested in your work and creates his own muscular morphs for women

Posted
15 hours ago, Dakhma said:

Hey I am not so familiar with this g9 body stuff, but I am used to the UBE body mod for Skyrim, are the sliders going to be as in depth like that body? Specifically muscle wise?


Yes, G9 body is referring to daz genesis 9.  Daz genesis 8 and 8.1 are what UBE is based on to my knowledge. The morph.dat files used by starfield have a limit of 128 morphs maximum, but there are tens of thousands of morphs available for g8, 8.1, and 9, and this is compatible with all of them that don't alter character proportions. The morphs included will be my own. I aim to be as comprehensive and inclusive as the 128 morph limit allows.

Posted
1 hour ago, drp23 said:


Yes, G9 body is referring to daz genesis 9.  Daz genesis 8 and 8.1 are what UBE is based on to my knowledge. The morph.dat files used by starfield have a limit of 128 morphs maximum, but there are tens of thousands of morphs available for g8, 8.1, and 9, and this is compatible with all of them that don't alter character proportions. The morphs included will be my own. I aim to be as comprehensive and inclusive as the 128 morph limit allows.

Thank you appreciate your work!

Posted
On 11/28/2024 at 11:28 PM, Dakhma said:

 Specifically muscle wise?


I see a lot of questions about muscular morphs, here are some samples of what kind of stuff is possible: image.thumb.png.3e2c7b50fa04860ff4001b3ec7051518.pngimage.thumb.png.e539b5df7e140ef2ac9dc699c5c50efd.png

Really there's not much of a limit.  It can go more or less, or anywhere in between.  In the blender scene, it's not outside the realm of possibility to have a setup that allows adjusting every muscle individually.

Posted (edited)

This looks awesome! And honestly this looks like more of the kind of generation leap I have been expecting to see over tooling and resources we had in the past (as opposed to, say, "where is CBBE for Starfield?").

 

Really solid work! If you find yourself limited by software licensing or other resources that require financial support to build out all this, let me know.

Edited by NotBasileus
Posted
3 hours ago, NotBasileus said:

This looks awesome! And honestly this looks like more of the kind of generation leap I have been expecting to see over tooling and resources we had in the past (as opposed to, say, "where is CBBE for Starfield?").

Thanks!  Yeah, CBBE's impact on the bethesda modding scene cannot be understated, it was truly great for its time.  If you total all downloads for all the mods that depend on it and its derivatives, its easily in the tens of millions.  But with starfield, the ceiling is so much higher than it's ever been, pretty much across the board, and I knew from the first time I saw someone make that comment that a CBBE port just wouldn't cut it in 2024. (To me at least).

 

 

3 hours ago, NotBasileus said:

Really solid work! If you find yourself limited by software licensing or other resources that require financial support to build out all this, let me know.


Appreciate the offer! None I can foresee at the moment, but if you know anyone who knows their way around python, is somewhat familiar with the blender API, and isn't afraid of dumb ideas, send them my way :P . 

Posted

Fantastic!  I have a really (probably) stupid question. This isn't a body replacer, and adds a new RACE record (PC only not for the vanilla NPCs), right?  Can it work with the default chargen (sounds like, "no")?

 

Bottom line: I don't understand what the "RACE" in starfield can do, and how it interacts with everything else, but it looks really powerful.

Posted
3 hours ago, mdc4211 said:

Fantastic!  I have a really (probably) stupid question. This isn't a body replacer, and adds a new RACE record (PC only not for the vanilla NPCs), right?  Can it work with the default chargen (sounds like, "no")?

 

Bottom line: I don't understand what the "RACE" in starfield can do, and how it interacts with everything else, but it looks really powerful.

it works with chargen...

Posted

first of all, this is amazing! Can't wait to see more about it!

 

also, i have to ask this on behalf of my bbw doods out here... Are we getting good, realistic weigth morphs? I'm not talking huge blobs and inflation stuff, just plain old normal chubby bodies, which tend to get overlooked a lot

Posted (edited)
4 hours ago, mdc4211 said:

Fantastic!  I have a really (probably) stupid question. This isn't a body replacer, and adds a new RACE record (PC only not for the vanilla NPCs), right?  Can it work with the default chargen (sounds like, "no")?

 
All of the existing morphs and face textures have been transferred, so you will be able to 100% recreate a vanilla preset with no noticable visual difference.  I have checked it for Sarah, Andreja, and Amoli (at Jemison mercantile) by looking up their morph data in CK and applying their morphs in blender and they are indistinguishable.

 

1 hour ago, joojo95 said:

first of all, this is amazing! Can't wait to see more about it!

 

also, i have to ask this on behalf of my bbw doods out here... Are we getting good, realistic weigth morphs? I'm not talking huge blobs and inflation stuff, just plain old normal chubby bodies, which tend to get overlooked a lot


I'm glad you ask - Realistic weight morphs are 1000% a priority, going as far as having some dimpling for cellulite.  Thats is actually part of how I aim to make the physics/movement look a lot more realistic:  Starfield supports normal (shading) morphs, the plan is to make some cellulite morphs, have some morphdriver BMOD records to drive those along with springbone BMODs for a slight jiggle to make character movement look extremely realistic.  It won't be like the jiggle from CBP, I want it to be extremely realistic, and it will be accompanied by some bone driven morphs for details. for example, when the character's leg moves backwards + it compresses the fat on the butt, you'll see dimpling on the skin and the leg's creases will actually fold into themselves. I am 99.99% sure I'll be able to make all of that work, but the real challenge with that will be calibrating the values to be realistic.  But yeah, that little detail is one of the things i'm most looking forward to 😂

Edited by drp23
edit: clarity
Posted
6 hours ago, drp23 said:

 
All of the existing morphs and face textures have been transferred, so you will be able to 100% recreate a vanilla preset with no noticable visual difference.  I have checked it for Sarah, Andreja, and Amoli (at Jemison mercantile) by looking up their morph data in CK and applying their morphs in blender and they are indistinguishable.

 


I'm glad you ask - Realistic weight morphs are 1000% a priority, going as far as having some dimpling for cellulite.  Thats is actually part of how I aim to make the physics/movement look a lot more realistic:  Starfield supports normal (shading) morphs, the plan is to make some cellulite morphs, have some morphdriver BMOD records to drive those along with springbone BMODs for a slight jiggle to make character movement look extremely realistic.  It won't be like the jiggle from CBP, I want it to be extremely realistic, and it will be accompanied by some bone driven morphs for details. for example, when the character's leg moves backwards + it compresses the fat on the butt, you'll see dimpling on the skin and the leg's creases will actually fold into themselves. I am 99.99% sure I'll be able to make all of that work, but the real challenge with that will be calibrating the values to be realistic.  But yeah, that little detail is one of the things i'm most looking forward to 😂

Jesus fucking Christ. Are you sure that's even possible? I remember there was this Miles Morales thing that when he bent his arm his bicep would deform too, but I'm not sure if that was a tech demo. If you pull it off, it'd be the first time I see bending muscles and skin live in a video game. Good luck. Pretty much the whole Starfield community depends on you lol

Posted (edited)
1 hour ago, EsPred said:

Jesus fucking Christ. Are you sure that's even possible? I remember there was this Miles Morales thing that when he bent his arm his bicep would deform too, but I'm not sure if that was a tech demo. If you pull it off, it'd be the first time I see bending muscles and skin live in a video game. Good luck. Pretty much the whole Starfield community depends on you lol

 

It's actually in vanilla starfield already, just mainly limited to things that you wouldn't normally notice.  The 1st person hands have flexing + corrective morphs for the fingers bending and the wrist rotating.  In xedit or CK check out bone modifier records like BM_Human_R_Index_Curl, or look for other ones that say "morph driver".  Pose driven morphs aren't really an uncommon practice in games nowadays, but most games don't get dissected the way bethesda games do, and most communities don't value those sorts of things as much as bethesda modders do.  

I am shocked that nobody has tried to do anything with those to my knowledge - they have tons of potential, but people seem to always overlook them for some reason....  Actually if you search on the main starfield modding discord, I'm the only person that's ever said "bone modifier" at all 😂

Edited by drp23
Posted
3 hours ago, drp23 said:

 

It's actually in vanilla starfield already, just mainly limited to things that you wouldn't normally notice.  The 1st person hands have flexing + corrective morphs for the fingers bending and the wrist rotating.  In xedit or CK check out bone modifier records like BM_Human_R_Index_Curl, or look for other ones that say "morph driver".  Pose driven morphs aren't really an uncommon practice in games nowadays, but most games don't get dissected the way bethesda games do, and most communities don't value those sorts of things as much as bethesda modders do.  

I am shocked that nobody has tried to do anything with those to my knowledge - they have tons of potential, but people seem to always overlook them for some reason....  Actually if you search on the main starfield modding discord, I'm the only person that's ever said "bone modifier" at all 😂

I remember that knee bend problem that happens with certain bodies while crouching with certain animations in fallout and Skyrim. I remember thinking "imagine if the muscles shifted and deformed like a real leg when you crouch" I just didn't think it was possible.

Posted
11 hours ago, EsPred said:

I remember that knee bend problem that happens with certain bodies while crouching with certain animations in fallout and Skyrim. I remember thinking "imagine if the muscles shifted and deformed like a real leg when you crouch" I just didn't think it was possible.

thats due to CBBE forcing its own body type that doesn't work well with vanilla skeleton, TBD/AB/UNP never had these issues

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