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[DOA5LR] Timmy's Private Stash, Tips & Tools - UPDATE(11/21/18): Kinky Overalls


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Timmy, It was may be obvious for others modders, but i just discovered that your tools could fix "burn" meshes ^^

Your tools is just awesome ! Thx again and again and again :D

 

mini_657735awesometools.jpg

 

It's awesome that you are discovering new uses for them :D  Although I am not 100% sure what you mean by "burn" meshes.  It's still awesome nonetheless, lol!

 

I found a while ago that they can also repair small gaps/seams on models in adaptive smoothing mode.   It's pretty cool to find new surprises when these functionalities were never planned.

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Spent some time on updating one of my earliest mods for nostalgia's sake http://www.loverslab.com/topic/46068-doa5lr-screenshots/?p=1238480

I remember I spent what felt like an eternity to roll her shirt up little by little with my ultra noobish 3d modeling skillz back then, lol.

 

post-781013-0-16700300-1461033287_thumb.png

Slightly bigger and rounder boobs, less clipping and more angry dicks :bush:

 

 

post-781013-0-97411900-1461033304_thumb.jpgpost-781013-0-05678200-1461033309_thumb.jpgpost-781013-0-92832100-1461033310_thumb.jpgpost-781013-0-75694300-1461033312_thumb.jpgpost-781013-0-83776500-1461033314_thumb.jpgpost-781013-0-66156200-1461033316_thumb.jpgpost-781013-0-61472300-1461033318_thumb.jpgpost-781013-0-08578300-1461033320_thumb.jpg

 


 

I feel my mod making skillz are outdated, lol.  There are too many awesome talents on this board now :D

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I feel my mod making skillz are outdated, lol. There are too many awesome talents on this board now :D

What?!

Nonsense!

 

You're one of the idols here. Well, at least for me :blush:

But I'm sure that's the case for a lot of other people too.

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Spent some time on updating one of my earliest mods for nostalgia's sake http://www.loverslab.com/topic/46068-doa5lr-screenshots/?p=1238480

I remember I spent what felt like an eternity to roll her shirt up little by little with my ultra noobish 3d modeling skillz back then, lol.

 

attachicon.gifmarie_gym_update_01.png

Slightly bigger and rounder boobs, less clipping and more angry dicks :bush:

 

 

 

I feel my mod making skillz are outdated, lol.  There are too many awesome talents on this board now :D

 

Yuuupieee yaaayy!!! Small boobies - finally. ;) 

This type of boobies are much more suitable for Marie Rose then XXL. :)   Thank you Timmy.

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Spent some time on updating one of my earliest mods for nostalgia's sake http://www.loverslab.com/topic/46068-doa5lr-screenshots/?p=1238480

I remember I spent what felt like an eternity to roll her shirt up little by little with my ultra noobish 3d modeling skillz back then, lol.

 

attachicon.gifmarie_gym_update_01.png

Slightly bigger and rounder boobs, less clipping and more angry dicks :bush:

 


 

I feel my mod making skillz are outdated, lol.  There are too many awesome talents on this board now :D

 

 

Good times. :D

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I was trying to utilize my tools to quickly put together a pack -

 

 

Theme around girls getting schooled by their PE instructor

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All was going so well until I realized I had used the wrong base version without post processing correction and clipping fix, lol

post-781013-0-24050500-1461301359_thumb.jpg

 

Now I need to find the correct version among hundreds of revisions on this particular outfit :D

 

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I have received a few modding questions in regards to the normal map and its function (the blue map).  It seems that the way the thing works is still largely a mystery to some people.  After reading Harry's tutorial http://www.loverslab.com/topic/59983-doa5lr-body-mesh-editing-tips/?p=1513093 here, I see why some times normal maps can have no desired effect if the tangent values are damaged in the process.

 

Today I bring you an update to my converter with one new post process functionality - recompute tangent vectors!

 

Short version:

Change log
V0.4.9
- Added preliminary support to recalculate tangents for accurate normal mapping.  This is useful in restoring tangents that can be destroyed in certain processes

 

Long version:

I am sure most of you are familiar by now in order to get the most desirable effects from your mods, in addition to replacing the texture with the style to your liking (bushy, shaved etc), the normal map must also be updated in order to complete the package.

 

The normal map looks like the texture shown in the screen capture below:

post-781013-0-89306400-1461558075_thumb.png

 

What does it do exactly?  It creates an illusion of "bumpiness" on otherwise flat surfaces by tricking the lighting/shading that there is some thing there when in fact it's all flat.  It's a cheap way of adding more details to geometries in the computer graphics world and it works very well in most cases.

 

However, in order for the normal maps to function the way they are designed,  each vertex must contain an important information called "tangent." (together with normal vector, binormal can be derived)   It is independent of the model space with its own coordinate system (that is in line with the 2D texture UV space) so normal maps can be reused on other models.   

 

 

Here's a good read if you want to know a little bit more about this http://docs.cryengine.com/display/SDKDOC4/Tangent+Space+Normal+Mapping

 

 

It's come to my attention that editing models in Blender not only can potentially destroy normal vectors but also tangent vectors!   This can be a huge problem to those that love the flexibility Blender scripts provide.  Although I have never run into such issues since I don't edit stuff in Blender (still can't figure out how to use it, lol).  My converter is able to recover broken normal vectors and now it's one step closer to completion with the added ability to recover tangent vectors :D

 

A new control shown in the below screen capture has been added to recalculate tangent vectors

post-781013-0-39337700-1461558341_thumb.png

 

I have also changed the naming of buttons in hopes to make them less confusing.   I'd like to emphasize that any of the post processing functionalities can be used independent of any TMC<->OBJ functionalities.  The buttons now read "INJECT INTO TMC" and "EXPORT TO OBJ"

post-781013-0-31189600-1461558424_thumb.png

 

New control has a detailed tooltip to help you understand what it does

post-781013-0-59708600-1461558444_thumb.png

 

Let's check out some of the benefits recalculating tangent vectors can provide:

post-781013-0-28395500-1461558493_thumb.png

Take my xmas in july "Jingle All the Way" Nyotengu for example, the neck area used to look a bit messed up in Noesis.  After recalculating tangent vectors, the area is smooth again.   I imagine the original mod has a different normal map that work with different tangents.  After updating them, all is well :D

 

Having correct tangents can also give slightly more details to your models to achieve accurate lighting and shading similar to the benefits of having correct normal vectors:

post-781013-0-48123900-1461558592_thumb.png

 

Neck area shading correction

post-781013-0-86807100-1461558617_thumb.png

Full body view

post-781013-0-05694500-1461558622_thumb.png

 

Sensitive parts also benefit - with most of nude textures available on LL site, most normal maps provided have very detailed "bumps" for the lady parts :bush:

post-781013-0-85769600-1461558624_thumb.png

Here's what those "bumps" look like in-game :D

post-781013-0-69489500-1461558629_thumb.png

To my surprise, most of the nude models benefit from updated tangent vectors and the most apparent changes appear in this area :bush:

 

More examples of added details with recompute tangent vectors:

post-781013-0-04740900-1461558634_thumb.png

 

It can also fix noobery by Tecmo :D

post-781013-0-69011800-1461558636_thumb.png

 

More juicy bumps :bush:

post-781013-0-90134200-1461559677_thumb.jpg

 

Updated tool can be downloaded here http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-updated-101015/?p=1346825

 

 

 

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Awesome Timmy, you are always a lot of surprises !

 

I laughed when I read it can also fix noobery by Tecmo ! :lol:

 

The change is very noticable and a must have for perfect our mods :)

 

Thx for the new update !

 

NP.   I wanted to retire, but I can't resist a challenge, lol!   Spent some time this weekend to get this update out of the way to tackle yet another common problem in DOA5 modding.  Hopefully it will make modding a little bit easier now. :D

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Spent some time on updating one of my earliest mods for nostalgia's sake http://www.loverslab.com/topic/46068-doa5lr-screenshots/?p=1238480

I remember I spent what felt like an eternity to roll her shirt up little by little with my ultra noobish 3d modeling skillz back then, lol.

 

attachicon.gifmarie_gym_update_01.png

Slightly bigger and rounder boobs, less clipping and more angry dicks :bush:

 

 

 

I feel my mod making skillz are outdated, lol.  There are too many awesome talents on this board now :D

You gonna release Marie Rose now? Let's celebrate!  :heart:

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There is something else to do. Turn outfit for male to female and vice versa :D

I was planning on trying something like that! You know, after I learn how to properly mod costumes, of course. :blush:

I'm in for some Dead or Alive 5: Trans Round!

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post-809156-0-33575700-1459437003.jpg

 

Well.. recomputed tangent on Real Nude Mode is actually wrong.

 

Because the normal map on RNM is made for -90˚ rotated tangent.

Recomputed tangent will set it back to 0˚.

You didn't get a 'better bump' on sensitive part.

It's a result of inaccurately rotated lighting.

 

Maybe you can say that 'then the normal map is wrong.'

I can agree with that even if you say so.

 

And exactly same thing was happening with doutoku's plug-in since it's been made.

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Well.. recomputed tangent on Real Nude Mode is actually wrong.

 

Because the normal map on RNM is made for -90˚ rotated tangent.

Recomputed tangent will set it back to 0˚.

You didn't get a 'better bump' on sensitive part.

It's a result of inaccurately rotated lighting.

 

Maybe you can say that 'then the normal map is wrong.'

I can agree with that even if you say so.

 

And exactly same thing was happening with doutoku's plug-in since it's been made.

 

I noticed the odd rotation behavior you mentioned which, I think, is the 4th element of the tangent vector.  The tangent vector in TMCs is represented as a vector 4 xyzw with w indicating the "handedness." (the direction that is up that is always either 1 or -1, which requires accurate normal vectors to compute ).

 

I found that if I use conventional way of calculating the handedness, it points in the opposite direction, so I had to reverse it to get it to line up with what official models seem to have.   It is kind of a hacky way to get the job done, but the end result when compared with official models is exactly identical which was my metric for evaluating correctness.

 

However, the end result on RNM may not be "perfect" by any standards.  It is, at the very least and in my humble opinion, better than having a completely flat surface in certain areas on models such as RNM.   I would like to make it clear that this is not to say that there is anything wrong with your RNM, and I always appreciate your inputs.  Your models are pretty much the golden standard of DOA5 modding.

 

Upon close examination though I think the result is actually pretty decent on the private part where bumps are much more visible than before.

 

 

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it's not flat actually.

The lighting on Noesis is facing exactly front way so it looks flat, and it doesn't actually in the game.

 

What's happening with recomputed model is, the lighting is facing side way only on the sensitive part, so it looks it's having more bump in Noesis.

 

Well, your algorithm has no problem anyway. 

 

 

 

+ Oh, I mistyped no problem to problem 

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it's not flat actually.

The lighting on Noesis is facing exactly front way so it looks flat, and it doesn't actually in the game.

 

What's happening with recomputed model is, the lighting is facing side way only on the sensitive part, so it looks it's having more bump in Noesis.

 

Well, your algorithm has no problem anyway. 

 

 

 

+ Oh, I mistyped no problem to problem 

 

Ah, I think I get what you are saying now.  The private part's mapping alignment is for a rotated 90 degree (due to limited space on the texture I imagine) but after updating the tangents it resets the rotation - which is actually the "correct" coordinate system for the tangents & normal maps.

 

At least it looks kind of 3D in game lol.   I think the tool can at least repair the messed up spinal normal mapping though as shown in your tutorial.  I have not been able to successfully reproduce the corruption and test the recomputation.    It is very hard to observe whether or not the recomputation does anything as a matter of fact :D

 

I had to purposely destroy them with my own tool by setting random numbers and recompute to see if they get back to where they used to be in order to test it, lol.

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I think I've worked out a potential solution to this strange mapping alignment issue that only happens with the nude meshes due to the way texture is mapped out.   Again there is nothing wrong with the nude mesh, however, special care must be taken in calculating the tangents as to not mess up the "intended orientation" of the private zone. 

 

As such, after some quick fixing and testing, I think a solution has been found.

 

Some of the before vs after shots

post-781013-0-67466200-1461812726_thumb.png

post-781013-0-15707700-1461812729_thumb.png

 

I think this is a good improvement from the "misdirected" v0.4.9.   The new computation makes the private part less 3D like, but from lighting perspective it appears more natural.  I'm gathering some feed back now and if all goes well, it should be released soon.

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Hi Timmy hope you are enjoying DOA as we are,

I have a request (which i think is shared by many oppai lovers out there),

Can you provide an Ultra Lethal H-lod skeleton pack for your amazing transformer?

I am thankful for the useful user-defined feature which did help me create some personal taste mods,

but still the vertex number matching is quite a hassle for modding beginners like me,

i just cant imagine how easier life would be if the Ultra Lethal skeleton pack was there,

even an instant same character mod can be created like from marie default to marie ultra lethal which will be great.

If it is not much of a hassle i hope you can consider my request and thanks for your contributions Timmy.

 

One more thing,

YOU ROCK!!

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