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[Mod] Highpoly Series - Highpoly Nagisa Ver.4.0


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Posted (edited)

20260926 Highpoly Nagisa Ver.4.0 Release

Highpoly Nagisa Ver.4.0.zip

 

Introduction

A basic nude pack for Nagisa. (Body mesh should be the same for all Marie type girls)

 

Body topology and textures are optimized for better performance.

I made a custom shader this time for the body, so you could see some dynamic rimlight. I don't know how real SSS works, so just make a simulation.

Everytime when I touched the head, there would be mysterious bugs from certain view angles, I thought it might be something wrong with the lip or the flush or /./ So only textures are replaced.

 

Anyway, if you want any blender or ps files to customize yourself, feel free to DM me.

 

Previews

image.thumb.png.a8f999cb6007e5da981881baeceb1dfe.png

 

image.thumb.png.2841f77e7c059e094df644b637cddaad.png

 

Original Screenshots

image.thumb.jpeg.9d3567bf17f1df6b4ebd3416fad3c31c.jpeg

 

image.thumb.jpeg.b86527da9812c3bcbf75b9509650e08a.jpeg

Edited by ASUSNA
  • ASUSNA changed the title to [Mod] Highpoly Series - Highpoly Nagisa Ver.4.0
Posted

20260927 Stockings Shader WIP

 

Just write down some notes for furture memory.

When I exported the clothing shader with transparency, it was too complicated even for 3DMigoto to decompile. After fixing, no shadows could be cast on it and I had no way to further fix it.

However, this makes it a suitable shader for tight clothes like stockings and pantyhose. 

 Customized fresnel effects could be added to the transparency so as you can see in the real world. 

 

It would be best of you if you can share me some expericence on fixing shaders or so.

image.thumb.png.71037163da725b8c0703454858956b5a.png

Posted
On 9/26/2026 at 3:05 AM, ASUSNA said:

20260926 Highpoly Nagisa Ver.4.0 Release

Highpoly Nagisa Ver.4.0.zip 72.38 MB · 2 downloads

 

Introduction

A basic nude pack for Nagisa. (Body mesh should be the same for all Marie type girls)

 

Body topology and textures are optimized for better performance.

I made a custom shader this time for the body, so you could see some dynamic rimlight. I don't know how real SSS works, so just make a simulation.

Everytime when I touched the head, there would be mysterious bugs from certain view angles, I thought it might be something wrong with the lip or the flush or /./ So only textures are replaced.

 

Anyway, if you want any blender or ps files to customize yourself, feel free to DM me.

 

Previews

image.thumb.png.a8f999cb6007e5da981881baeceb1dfe.png

 

image.thumb.png.2841f77e7c059e094df644b637cddaad.png

 

Original Screenshots

image.thumb.jpeg.9d3567bf17f1df6b4ebd3416fad3c31c.jpeg

 

image.thumb.jpeg.b86527da9812c3bcbf75b9509650e08a.jpeg

Really glad you made a new MOD again, thank you!  
What exactly is the difference between this MOD and the previous 'Nagisa's Closet Ver.1.3 Light'? I noticed the texture of the skins is different.

Posted
8 minutes ago, Bluewood said:

Really glad you made a new MOD again, thank you!  
What exactly is the difference between this MOD and the previous 'Nagisa's Closet Ver.1.3 Light'? I noticed the texture of the skins is different.

Actually the previous version still works fine for me. This time I just want to further optimize the body mesh, so making this new version from the very start.

 

1. Body mesh topology. I reconstructed several areas (boobs, feet, ..) so that the vertex count was reduced by about one third. Rendering burden should be lighter. Also I slightly changed the body shape and muscle sulpture, I just like it to be more athletic. Other parts like fingers were also refined a bit.

2. Body texture map. Because I used the same source to bake the body texture, it looks nearly the same. Since the meshes mathces better this time, it is easier baking new skins in the future.

3. Body weight. Vertex weight was adjusted following new workflows, strange jiggles on the thighs and arms were smoothened a bit.

4. I edited a custom shader so you could see more rimlight around the body, and it is dynamic. For most scences, I think it matches better with the ambient environment.

 

Hard to tell everything, but most optimization is made in the blender, the final output in the game looks not that different. I am interested in shader editing recently, taking this a good chance to learn some hlsl coding.

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