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FUTA CONTENT THREAD - Futa News and More (1/26/17 Update)


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Posted
On 6/12/2022 at 5:01 PM, 1ostAndFound said:

Where are the animations from the vid from?

Yes, I must know as well... and how in the heck and what in the hell mods do you use to gives the hole physics??

Posted
6 hours ago, Helblar said:

ScreenShot423.png

Are you using some kind of photo mod? Or is that a reg screenshot?

 

Also, nice meat!

Posted
19 hours ago, Helblar said:

ScreenShot424.png.8c014e439c47251aa23684dc7ff37bf5.png

 

 

ScreenShot426.png.d6ec9d6ca0c23d87d5e4c7e9de88763e.png

What outfit is that? Pls

Posted (edited)
On 6/25/2022 at 11:28 PM, Helblar said:

Try this https://www.nexusmods.com/skyrimspecialedition/mods/21543

 

And be sure to install RevoLUTion Addon

 

Sorry for not being clearer, I meant how are your photos so clean, like no HUD etc? Do you use a mod for that or do you just take regular screenshots. (I already use a ENB and the pose player that works in Ostim...)

Edited by LinkinStarks
Posted
4 hours ago, LinkinStarks said:

Sorry for not being clearer, I meant how are your photos so clean, like no HUD etc? Do you use a mod for that or do you just take regular screenshots. (I already use a ENB and the pose player that works in Ostim...)

 

go in console command and type tm for no hud

Posted

I think something that is currently missing in the community is a unified installer for schlong textures. I currently have four different schlongs in my playthrough, and I always have at least one that doesnt line up with the body texture. If anyone knows of a full set of textures for UNP, ERF High Poly, TRX and ERF Futanari, mostly for all the popular textures, can you send me links? I'm looking for Diamond, Leyenda, Bijin, Pure, Demoniac, Vera, etc, anything you can think of.

Posted

I dunno it this is possible to do but, is there a reliable way to prevent a schlong from clipping into the thighs and body when walking and running?

Posted (edited)

So, I have been playing with blender lately, and it suddenly came to me that maybe I can bake the schlong texture in blender for some additional visual improvement. And I tried this on top of the vanilla trx's texture and it turned out to be rather good.

Spoiler

293977916_GDOL00GP2CC(M@PYCK.png.1f191555bc38f17c2acdd92390f82bb1.png

Spoiler

298175457_K(79AI7P7V0DOQRTRP.png.c18a3579560d5480e9250a5361d00fb2.png

Notice how the edge of the glans become reddish, like its glowing. This looks close to the subsurface scattering(sss) that you may see in AAA games like RDR2 or TLOU2. Skyrim doesn't support this level of sss and this is done by baking, basically calculate how it should look with ray-traced render and just paint it on the texture. It may not be realistic because you probably need more powerful light source to get light through your penis but I think it looks good, the texture makes it look jellylike and I kinda like that.

 

And as I said you need light to see the sss, so in game this may look bad under poor lighting condition, but when I tested it it doesn't look too bad. As you can see in this picture.

Spoiler

569097649_7244WMFIH_ZSVX5WRY.png.43b9965cc8ee143bda6a24609946a7c3.png619807101_M(N812R36KAQJWBQN0C.png.138604f3232c9e11049645a248b29726.png

Spoiler

1414920126_V2UBC2GPR9(@EMFX@)T.png.27123efdd3d67dac029a4f57be7ff2c2.png

It actually enhanced the vein texture with the glans sss staying unnoticeable.

The worst case is when time is day and you stay in the shadow.

Spoiler

872379595_X(38D3)3L5(5SX5RZ97L.png.b3068331b899e2f6338885aa447895fd.png

In this scenario the look of schlong become unconvincing, it looks unnaturally lit on certain parts, this is already a tweaked result, the baked texture without tweaks looks much worse. But in this case the sss on glans is still looks good.

 

Also, you might have noticed that there are textures for folds while the vanilla's being less noticeable, this is also provided by baking. It actually gave me inspiration in the first place, I tweaked the mesh for the fold but it is basically not visible in the game, I wanted to add texture for it and here we are. Blender did the job.

It can actually do more than this, alongside with tweaks on the mesh you can add more stuff on your schlong like spikes, bumps and so on.

Spoiler

IMG_2464(20220702-234825).thumb.JPG.d42623d8291403e1a7baf63328ebdc07.JPG

DAMN I LOVE THOSE SPIKES

So, anyway, I will share my final work here with you. I highly recommend you to use the texture on glans for sss, you should be able to transplant it on your texture easily using photoshop or gimp. Besides that, I also recommend you to bake your own texture with blender, my version is modified too much and it may not suit your taste or simply look weird on your mesh, you will definitely get the best result to bake with your own mesh.

 

I will update some hints for you to bake your own texture tomorrow.

 

Schlong.dds.7z

Edited by Flappy4096
Posted
26 minutes ago, Flappy4096 said:

So, I have been playing with blender lately, and it suddenly came to me that maybe I can bake the schlong texture in blender for some additional visual improvement. And I tried this on top of the vanilla trx's texture and it turned out to be rather good.

  Reveal hidden contents

293977916_GDOL00GP2CC(M@PYCK.png.1f191555bc38f17c2acdd92390f82bb1.png

  Reveal hidden contents

298175457_K(79AI7P7V0DOQRTRP.png.c18a3579560d5480e9250a5361d00fb2.png

Notice how the edge of the glans become reddish, like its glowing. This looks close to the subsurface scattering(sss) that you may see in AAA games like RDR2 or TLOU2. Skyrim doesn't support this level of sss and this is done by baking, basically calculate how it should look with ray-traced render and just paint it on the texture. It may not be realistic because you probably need more powerful light source to get light through your penis but I think it looks good, the texture makes it look jellylike and I kinda like that.

 

And as I said you need light to see the sss, so in game this may look bad under poor lighting condition, but when I tested it it doesn't look too bad. As you can see in this picture.

  Reveal hidden contents

569097649_7244WMFIH_ZSVX5WRY.png.43b9965cc8ee143bda6a24609946a7c3.png619807101_M(N812R36KAQJWBQN0C.png.138604f3232c9e11049645a248b29726.png

  Reveal hidden contents

1414920126_V2UBC2GPR9(@EMFX@)T.png.27123efdd3d67dac029a4f57be7ff2c2.png

It actually enhanced the vein texture with the glans sss staying unnoticeable.

The worst case is when time is day and you stay in the shadow.

  Reveal hidden contents

872379595_X(38D3)3L5(5SX5RZ97L.png.b3068331b899e2f6338885aa447895fd.png

In this scenario the look of schlong become unconvincing, it looks unnaturally lit on certain parts, this is already a tweaked result, the baked texture without tweaks looks much worse. But in this case the sss on glans is still looks good.

 

Also, you might have noticed that there are textures for folds while the vanilla's being less noticeable, this is also provided by baking. It actually gave me inspiration in the first place, I tweaked the mesh for the fold but it is basically not visible in the game, I wanted to add texture for it and here we are. Blender did the job.

It can actually do more than this, alongside with tweaks on the mesh you can add more stuff on your schlong like spikes, bumps and so on.

  Reveal hidden contents

IMG_2464(20220702-234825).thumb.JPG.d42623d8291403e1a7baf63328ebdc07.JPG

DAMN I LOVE THOSE SPIKES

So, anyway, I will share my final work here with you. I highly recommend you to use the texture on glans for sss, you should be able to transplant it on your texture easily using photoshop or gimp. Besides that, I also recommend you to bake your own texture with blender, my version is modified too much and it may not suit your taste or simply look weird on your mesh, you will definitely get the best result to bake with your own mesh.

 

I will update some hints for you to bake your own texture tomorrow.

 

Schlong.dds.7z 1.93 MB · 1 download

i don't think i'll use your schlong, but i admire your work and i wish you'll be able to have a really good final product ?

 

what's the sauce for that last pic ?

Posted (edited)
13 hours ago, TT. said:

i don't think i'll use your schlong, but i admire your work and i wish you'll be able to have a really good final product ?

 

what's the sauce for that last pic ?

 人柱布里吉斯 - pixiv

 

So I will share my steps of creating this texture. I'm completely new to blender, only made some simple models, so the good new is that it shouldn't be too hard for you to recreate this with your own mesh. While the bad news is that my procedure is probably trash, please feel free to add your own thought and point out my mistakes.

 

Step 1: Convert the mesh 

Spoiler

Of course blender doesn't support .nif files so we need to convert it to .obj files to import, this can easily be done with outfit studio.

540540409_ZVW(Y3PJM5FYHM1TAK6.png.514a0cbe09d3e77565301bbc0402c372.png

Go file tab, import nif then export obj, it's done.

Step 2: Prepare the texture

Spoiler

Import the obj file to blender, select Shading, drag the texture file in, connect the nodes.

668881831_8AJBANMZ4HHKB)(UB.png.46125d1f45f20f3dff630a5261a9e5c5.png

Here I recommend using the original texture file, you can add a color adjusting node on the 3 part.

1209444242_CZDP42DT6DJDN)Q8I2.png.9d2192e4883d7cb52df212fa3225d1b1.png

Here the texture part is mostly ready. You should also max the roughness setting to tweak the color better later.

Step 3: Prepare the model

Spoiler

Here I will skip the tweaking part because how you tweak the model is up to your own taste, but there's something worth mentioning.

First, you need to keep in mind that your model will affect the final baking result due to how baking works. For example if you have added the uncut fold part like I did, your result will contain that, if you want a cut look and you flattened that part of the model, the result will not. This can be useful to add the features you want.

 

Second, you can have outfitstudio and blender working together, you can fine tune some detailed part in blender, export that obj back to os, then use os features like sliders provided by trx, after you are done with os you can port it back to blender and continue. This is how I get the fold, I smoothed then inflated that part in blender and used fold slider in os. This can be handy when you tweak the model.

 

Thirdly, blender can handle high poly meshes, while in skyrim the mesh have to stay its way. So two things, one, you can add subdivision modifier to the model in blender, which I recommend you to do so because other wise you will get white lines on the final result because of subsurface scattering.

2046063655_M(77DBJL7IB1S1PALT.png.b9b53c7bfdac8e334df2177fe93ae942.png

I recommend you to tweak the render setting to 2 or 3. Higher value can give you artifacts.

The other thing is that you need to balance the look of the mesh because you still see the same poly count as the original mesh, a detailed tweak can look good in blender but may be weird in game.

Step 4: Prepare the bake

Spoiler

Baking uses cycles as renderer, you can play with the settings until you're satisfied, remember to use gpu to accelerate rendering. one thing worth mentioning is that you need to tweak the margin size to 26px instead of 16px because the result will be smaller on the edge part and won't close on the model with a lower value.

1268864497_@LT4A9@VMCMPDFERRRB.png.5af59b7bcb59b95c1ae3aa2c34fdc10c.png

Baking also requires light source, I'm using environmental texture to get a global light source, I used hdr map from here. HDRIs • Poly Haven

1328687717_STAK3UBVWW@XJ6YP3Y5.png.feadf4791cc17bc6557b76943061ccf0.png

You have many options to choose but I recommend hdr maps with natural lights and cast less shadow, for in game it need to adapt to a universal environment.

 

After this you can start to tweak the visuals, adjust the subsurface amount, the brightness, the saturation and so on to get a satisfied result.

IL3RU((EMCY@7YA0TZH@JPO.png.12523b4f2e1573e0a2881396181d255b.png

I recommend setting subsurface value to around 0.03 or 0.04.

Step 5: Bake

Spoiler

978372073_@ZWHT6A(OC85YC5M41K.png.072ddc6f7903278c5fcd6ffeee395aa3.png

Simple as that.

Step 6: Tweaking and fixing

Spoiler

Now you have your result, it's not done yet but you should try it in game now, if it doesn't look good enough, tweak the visuals again until you are generally satisfied.

With your satisfying result, you may have notice something wrong with it.

1127137230_74CPWOJH5_0@8BZQ1I.png.44fb8bad83c3ac5dad92974b0f64fdfe.png

There're seams, on model seams. So, you can go Texture Painting choose smear tool, and manually remove the seams. There will be seams on glans shaft and balls, should be easy to find.

56517352_(JJWG2R(ITZA1QXR8(FT.png.805487642241070ce9fd04852ad02262.png

If you find weird sss on balls, that is caused by sss. To remove that you need to increase the thickness on that part and bake the texture again, this requires some blender knowledge so I'll skip that part.

1799976003_VW)G1VUMN1_C9OXV@TDH.png.6a3ad6054aa43d960248f76f26022a2f.png

After all this, there's one last step, you'll need to fix the part where it connect to the body since the bake broke its texture, it can be fixed by transplanting that part from the texture you were using to the new one. Here's the mask provided by trx.

Shlong_Mask10.7z

And it's done. I've made this one using the mesh without any tweaks and it doesn't look so good anymore. So I guess it works better with a customized model. 

Schlong.dds

 

 

Edited by Flappy4096
Posted
11 hours ago, Heryx said:

ScreenShot390.thumb.png.02bee13ae68332f4694f32a23de1ccd4.png

  Reveal hidden contents

ScreenShot393.thumb.png.28f1fa69fd20b647b92a325099c3bb5b.pngScreenShot394.thumb.png.1aa490e4fb1dcd3b3c63b94f989fcf44.pngScreenShot395.thumb.png.2a05699a14a607efda5fefef6893e681.png

 

How do you get the abs to show so well? I've tried both TRX's normal maps as well as the SNU one on Nexus, but I can't get the same result. Is it the ENB?

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