peachy.keane Posted October 10 Posted October 10 (edited) Introducing a new vanilla-adjacent base: PeachyBody (v0.1.1) 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 Monday at 02:02 AM by peachy.keane updated to version 0.1.1 (fixed outlines & uv maps for X_X_2 models) 5
lhac Posted Saturday at 07:01 PM Posted Saturday at 07:01 PM (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 Edited Saturday at 07:01 PM by lhac 1
peachy.keane Posted Sunday at 12:25 AM Posted Sunday at 12:25 AM (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... When 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 Sunday at 12:28 AM by peachy.keane 2
goofyahhcats Posted Sunday at 01:22 AM Author Posted Sunday at 01:22 AM (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... When 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 Sunday at 01:23 AM by goofyahhcats 1
peachy.keane Posted Sunday at 05:20 AM Posted Sunday at 05:20 AM 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. 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.
Muffination Posted Sunday at 02:36 PM Posted Sunday at 02:36 PM 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.
Muffination Posted Sunday at 02:40 PM Posted Sunday at 02:40 PM (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 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 Sunday at 02:42 PM by Muffination 1
Tantabusolobus Posted Sunday at 08:16 PM Posted Sunday at 08:16 PM That bdy looks pretty good. I tried to change the colors of Special Week summer because i dont like tartan, but am just too bad in texturing, but improving every day. Summer_Week_recolor.rar 1
peachy.keane Posted Sunday at 09:24 PM Posted Sunday at 09:24 PM 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! 1
peachy.keane Posted Monday at 03:00 AM Posted Monday at 03:00 AM I replaced the file on my previous post with a bugfix patch where I fixed the outlines: 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. 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...) + = 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: ...and also a lot of MOB characters as well. 2
einnarr Posted Monday at 10:45 AM Posted Monday at 10:45 AM (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? Daiwa_Scarlet DMM.fix.rar Dance video.rar Edited Monday at 10:49 AM by einnarr
goofyahhcats Posted Monday at 04:06 PM Author Posted Monday at 04:06 PM 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
goofyahhcats Posted Monday at 06:26 PM Author Posted Monday at 06:26 PM 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
Muffination Posted Monday at 06:43 PM Posted Monday at 06:43 PM 15 hours ago, peachy.keane said: I replaced the file on my previous post with a bugfix patch where I fixed the outlines: 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. 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...) + = 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: ...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")
KUromaru315 Posted Tuesday at 01:28 PM Posted Tuesday at 01:28 PM 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.
goofyahhcats Posted Tuesday at 02:18 PM Author Posted Tuesday at 02:18 PM 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
goofyahhcats Posted Tuesday at 03:30 PM Author Posted Tuesday at 03:30 PM (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 Tuesday at 03:32 PM by goofyahhcats
peachy.keane Posted Tuesday at 09:09 PM Posted Tuesday at 09:09 PM 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") 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
lzx2026 Posted Wednesday at 05:21 PM Posted Wednesday at 05:21 PM 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?
peachy.keane Posted 34 minutes ago Posted 34 minutes ago 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...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now