Jump to content

Umamusume: Pretty Derby (Steam)


Recommended Posts

Posted (edited)

Introducing a new vanilla-adjacent base:

PeachyBody (v0.1.1)

image.jpeg.4138c8ea0577e754636395d53f773220.jpeg

A model created from the uma body for the uma body. It's still in (very) early development, so only body type '1_0_2' is supported. (Even so, I hope you try it anyway.)

I have various ideas for what could be added or improved, but feedback is welcome! It likely would've gotten released months ago if life hadn't been so... tumultuous.

 

[26.10.11] PeachyBody (v0.1.1).7z

Edited by peachy.keane
updated to version 0.1.1 (fixed outlines & uv maps for X_X_2 models)
Posted (edited)

素晴らしい(昔のヌードMODと比較してみました)

要望としてはアンダーヘア有りのバージョンが欲しいです

83444799-7b83-4d68-88b9-ac26c5399501.png

Edited by lhac
Posted (edited)
5 hours ago, lhac said:

要望としてはアンダーヘア有りのバージョンが欲しいです

I'll add it to the "To-Do" list!

Though, I've already spotted an issue that I should probably address first...

image.jpeg.80eae8caba534801d1e763e6ab49545e.jpegWhen they reach a part of the mesh that I made by hand, the outlines kind of just... stop? I don't know why...

Hopefully someone more knowledgeable than me can chime-in so I can push a bugfix sooner rather than later!

Edited by peachy.keane
Posted (edited)
56 minutes ago, peachy.keane said:

I'll add it to the "To-Do" list!

Though, I've already spotted an issue that I should probably address first...

image.jpeg.80eae8caba534801d1e763e6ab49545e.jpegWhen they reach a part of the mesh that I made by hand, the outlines kind of just... stop? I don't know why...

Hopefully someone more knowledgeable than me can chime-in so I can push a bugfix sooner rather than later!

color attribute in uma

 

R is outline

G is idk, shadow? check swimsuit or other costume. default is 1.0

B is unknown, default is 1.0

A is emissive? default is 1.0

 

you can test mesh vertex color in game

to find out what it

Edited by goofyahhcats
Posted
3 hours ago, goofyahhcats said:

color attribute in uma

 

R is outline

G is idk, shadow? check swimsuit or other costume. default is 1.0

B is unknown, default is 1.0

A is emissive? default is 1.0

 

you can test mesh vertex color in game

to find out what it

Ohhh, took me a sec to figure out what you meant, but I found it.

image.jpeg.cfbce589c686ebc0051d126e26847736.jpeg

That's a facet of this that I didn't even know about. I'll have to keep it in mind going forward.

I'll put together a bugfix tomorrow.

Posted

Is there a way to make make the nipples less big? Not to devalue your effort, but they look like straight out of a Hentai anime.... if the areola radius and protrusion length could be reduced (at least on the smaller ones, where they cover proportionally more area), that would be great.

Posted (edited)
19 hours ago, lhac said:

素晴らしい(昔のヌードMODと比較してみました)

要望としてはアンダーヘア有りのバージョンが欲しいです

83444799-7b83-4d68-88b9-ac26c5399501.png

If the default shading material was implemented in a way that it actually did Raycasting (instead of using that weird Shadow-Texture), I might have gotten it released with less awful shadows, but like this it worked out without a lot of effort. Might have gotten around the model aspect if I would have been motivated enough to set up another Unity, but I already got trauma from past projects.

Edited by Muffination
Posted
5 hours ago, Muffination said:

Is there a way to make make the nipples less big? Not to devalue your effort, but they look like straight out of a Hentai anime.... if the areola radius and protrusion length could be reduced (at least on the smaller ones, where they cover proportionally more area), that would be great.

Yeah, I decided to go with a "puffy" theme for the genitals, and... well—  I probably did go just a BIT overboard...

 

My main intention for this mod is for it to be the HIGHLY customizable. (Like, there will be a default configuration, but there will be MANY optional features.) 

Because of that, I'm designing it to be made of modular pieces, and shrinking the size of the nipples could be a fairly simple endeavor...

 

Right now, I want to primarily focus on making the mod compatible with ALL body shapes, and I'd rather not stray TOO far from that goal...

 

That said, they certainly are a bit much, so I'll put "slightly-more-generic genitals" up near the top of my to-do list; I'll see what I can do!

Posted

I replaced the file on my previous post with a bugfix patch where I fixed the outlines:

image.jpeg.23dac42ee8021abc1bba73a12539c33e.jpeg

While fixing that, I also noticed another problem that I had not considered before— the textures for body 1_0_2 are shared between all X_X_2 bodies, causing visual bugs.

image.jpeg.ba4534135288074c84a9a7dddf60c452.jpeg

And I fixed that as well.

I did so by utilizing the "double-wide" texture maneuver that basically every mod does. (though they don't typically do it for this reason...)

image.jpeg.20d803d59975306043e35a65383c6185.jpeg + image.jpeg.bea2adacaa861e2fc4a373dee103f7fe.jpeg = image.jpeg.c8020e29e45bb041a1958174bf051526.jpeg

It seemed like the most elegant way to fix the problem, and it was probably something that was going to get implemented down the line anyway, so—

¯\_(ツ)_/¯ ok i guess

 

Also– for those who don't know –here's a visual list of every character that uses the generic "1_0_2" body:

image.jpeg.de52fbd5d3a5be545e1fc0d0f113be65.jpeg

...and also a lot of MOB characters as well.

Posted (edited)

Looking forward to seeing all kinds of new mods being made!
...Then again, one look at the dance footage and you'll see my mods are more of a joke_MOD than anything.

Also, for DMM_Ver, it looks like the referenced files change slightly with every update.
Does using UMML get around this, maybe?

image.png.1eff16b20917abb318d1a030f1878447.png

 

Daiwa_Scarlet DMM.fix.rar Dance video.rar

Edited by einnarr
Posted

Chimi update

  • Spoiler
    • Fixed voice, lipsync & error motion on swapped chara
    • Fixed batch replace head id
    • Removed target info, now use Scene by default
    • Added real_horse_girl (use bloomer model) & customize able chara_ui_colors
    • Implemented chibi condition. you can swap without problem
    • Added thumbnail & icon grid picker for chara & dress *need preload_thumbnail file

      UmamusumePrettyDerby_Jpn2026-10-1018-34-48_369.png.cd0ac9c46988aef49d63bb02489c1ec6.png
      image.png.e9bf9cd410ad99e5b4519dcee655e97c.png

     

Posted

i updated UMML with major improvement

misc section will not receive update

some feature in misc already better in chimi

 

if you have suggestion chimi

letmeknow bout it

Posted
15 hours ago, peachy.keane said:

I replaced the file on my previous post with a bugfix patch where I fixed the outlines:

image.jpeg.23dac42ee8021abc1bba73a12539c33e.jpeg

While fixing that, I also noticed another problem that I had not considered before— the textures for body 1_0_2 are shared between all X_X_2 bodies, causing visual bugs.

image.jpeg.ba4534135288074c84a9a7dddf60c452.jpeg

And I fixed that as well.

I did so by utilizing the "double-wide" texture maneuver that basically every mod does. (though they don't typically do it for this reason...)

image.jpeg.20d803d59975306043e35a65383c6185.jpeg + image.jpeg.bea2adacaa861e2fc4a373dee103f7fe.jpeg = image.jpeg.c8020e29e45bb041a1958174bf051526.jpeg

It seemed like the most elegant way to fix the problem, and it was probably something that was going to get implemented down the line anyway, so—

¯\_(ツ)_/¯ ok i guess

 

Also– for those who don't know –here's a visual list of every character that uses the generic "1_0_2" body:

image.jpeg.de52fbd5d3a5be545e1fc0d0f113be65.jpeg

...and also a lot of MOB characters as well.

Wait till you find out this is the case for every color -- Each shares the same base & ctrl texture, differing only in diff & shad (these are all existing Swimsuit textures, twice for "wet")image.png.c210ebff14428dd1fb17641d062c994a.png

Posted
51 minutes ago, Somethinguy66 said:

are these mods still useable? 

yes

 

47 minutes ago, KUromaru315 said:

This was translated using DeepL.

I want to use a mod on Steam JP, but I couldn't open the UMML file.
What should I do?

I'd appreciate it if someone could help me.

you need python installed

Posted (edited)

@einnarr UMML does that
Load Assets > find metadata path in assets folder / exported from UmaExplorer in assets folder > fallback to assetbundle name & find metadata in db

or Import Asset Folder then use Direct for copy encrypted asset

check major update UMML

i won't update Misc section anyome

Edited by goofyahhcats
Posted
23 hours ago, Muffination said:

Wait till you find out this is the case for every color -- Each shares the same base & ctrl texture, differing only in diff & shad (these are all existing Swimsuit textures, twice for "wet")image.png.c210ebff14428dd1fb17641d062c994a.png

I knew about that already– it was actually one of the first things I noticed about the game's files –it's just that I kind of... forgot about it. I'm pretty good at that...

I mean, I've been working on this project off-and-on (*mostly off) for the past 4 months, so some of the nitty-gritty details are bound to slip my mind, I suppose.

 

I actually DID anticipate the wet textures though. Specifically, because I knew the textures would break in the rain without them, I just used the 'dry' textures again.

That means the models don't have the little 'raindrops' all over them in the rain like they should, but it was a MUCH easier fix than making another set of textures.

 

On one hand, it's a little daunting to think about the sheer number of textures I'm gonna have to edit, but on the other, I'm basically already 1/5th done. 😎

...and then I think about how I'll have to re-make ALL of these textures every time I add something new to the mod, but I also think that's something that I'm just gonna continue to try real hard not to think about

Posted
On 2026/9/27 at PM10点33分, peachy.keane said:

在 Unity 中或许可以这样替换模型——特别是如果新模型本身就来自 Unity 游戏——但我个人会直接使用 Blender。

具体来说,我发现这个教程很有帮助:Blender:角色权重绘制转移(30 秒)

只要你的新模型与现有的Uma模型在比例上已经很接近,应该就能很好地工作。(你仍然需要进行一些手动调整,但工作量会少很多! )

Thank you for your suggestion. Does your point mean that if you want to replace another game model with a character model, you need to transfer the character model's bones and weights to the new game model?

Posted
On 10/14/2026 at 12:21 PM, lzx2026 said:

Thank you for your suggestion. Does your point mean that if you want to replace another game model with a character model, you need to transfer the character model's bones and weights to the new game model?

I think the language-barrier is making this a bit difficult to convey, but I think you're understanding me right, yeah.

 

Basically, I just think your best option is to take only the mesh from another game and then transfer all the properties from the uma mesh to your new mesh of choice.

As long as the models are similar enough proportionally, it should save you a TON of effort. (Nobody wants to manually weight-paint every individual vert on a mesh with thousands of vertices...)

A bit of a manual clean-up will always be required, but it sure beats starting from scratch!

 

That said, I only started learning Blender in February, and I only REALLY started to get into it in June/July. (...and I know next-to NOTHING about Unity) so there probably ARE better ways...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...