Jump to content

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


Recommended Posts

Posted
15 hours ago, vengas2213 said:

@FutaNemesislol i just noticed that the file from you i downloaded here and the original from surverX is exactly the same, idk why. like nothing is changed in the settings of yours? could you upload yours again please

Posted

It was a long time, because i was demotivated to fix the broken SE version, after the AE Update.

Well, now i got some Problems with the Mods during the re-install of SE, i can't load any SL Animation. Vortex says, there are some trouble between SKSE64 and Racemenu and I have no Idea how can i fix this. I forget so many things, but I'm glad that SE runs again - there's something to do. :D

 

 

 

Spoiler

Zilphia the Succubusangel is back.

 

20220726114252_1.thumb.jpg.59c12e3944e675241d3e302af46ba004.jpg

 

20220726114519_1.thumb.jpg.87d82d264b32c5ddedd6aa1e6d893230.jpg

 

20220726113926_1.thumb.jpg.ffc23fd976c51e555706ae3a79d30100.jpg

 

Posted (edited)
7 hours ago, vengas2213 said:

@FutaNemesislol i just noticed that the file from you i downloaded here and the original from surverX is exactly the same, idk why. like nothing is changed in the settings of yours? could you upload yours again please

 

no need... because you are right they are exactly the same...hmm i must have uploaded the wrong file.. i'm gonna play with surver x floppy again and see how i can change the floppyness again to be better ...whoops..but the scrotum physics should not be the same

Edited by FutaNemesislol
Posted (edited)
7 hours ago, bonesexpozed said:

hi @FutaNemesislol, is this a new character preset? ?

 

i mean if you want the human version its right here , damn near all of the unedited versions of my presets is something you will find on the nexus

Edited by FutaNemesislol
Posted

He-he, it works...

 

Spoiler

 

 

image.png.56e430602daf147fc3c32eb02b963f1d.png

 

image.png.4d7e61eb9d3359ef979bd297226ba531.png

 

image.png.f90a3fc60fa78b1608acad72608c09c9.png

New big project started. Mostly it will be Patreon only work but some stuff i will publish here on LL for all.

Posted
32 minutes ago, TRX_Trixter said:

He-he, it works...

 

  Hide contents

 

 

image.png.56e430602daf147fc3c32eb02b963f1d.png

 

image.png.4d7e61eb9d3359ef979bd297226ba531.png

 

image.png.f90a3fc60fa78b1608acad72608c09c9.png

New big project started. Mostly it will be Patreon only work but some stuff i will publish here on LL for all.

Может кому то и понравится скоба под яйца, но без них было сексуальней? И где пластины?

 

Ладно, я троллю просто.

Posted
Just now, TDA said:

Может кому то и понравится скоба под яйца, но без них было сексуальней? И где пластины?

 

Ладно, я троллю просто.

Just a simple test mesh :)

Posted (edited)

Anyone proficient with Skyrim's normal maps wanna help me get rid of the dark shadowy lines under the balls with both the ERF and TRX futa schlongs? I've spent hours trying to smooth out the transition my edits just make things worse.

 

What I mean:

 

linetrx.png.6b16811a815af22343867dea0478def3.png

 

lineerf.png.6f33f2003ec0cec96c869b71830b27ac.png

 

Here are the normal maps in .png form:

 

Spoiler

 

futanari_schlong_msn.thumb.png.87ba7ea50c744ff957770037782426a6.png

 

schlong_msn_defaultballs.thumb.PNG.cf1ed4d6b1a92c403b8d62d4c75a1049.PNG

 

The problem on both schlongs seems to be where the part of the normal map that gets copied over from the femalebody_1_msn in the baking process meets the underside of the balls, it just gets interpreted as this really harsh shadow.

Edited by donnerwetter
Posted (edited)
1 hour ago, donnerwetter said:

Anyone proficient with Skyrim's normal maps wanna help me get rid of the dark shadowy lines under the balls with both the ERF and TRX futa schlongs? I've spent hours trying to smooth out the transition my edits just make things worse.

 

What I mean:

 

linetrx.png.6b16811a815af22343867dea0478def3.png

 

lineerf.png.6f33f2003ec0cec96c869b71830b27ac.png

 

Here are the normal maps in .png form:

 

  Reveal hidden contents

 

futanari_schlong_msn.thumb.png.87ba7ea50c744ff957770037782426a6.png

 

schlong_msn_defaultballs.thumb.PNG.cf1ed4d6b1a92c403b8d62d4c75a1049.PNG

 

The problem on both schlongs seems to be where the part of the normal map that gets copied over from the femalebody_1_msn in the baking process meets the underside of the balls, it just gets interpreted as this really harsh shadow.

Try to use my blender file to bake smoother normal seem area. You will need to play a little with mask image for that "baker". 

 

More simply: try to bake shlong normalmap on your changed body normalmap. If you change body normal to make vaginaless area - you change normal "topology" and need to bake new "contact" area for shlongs normal. 

 

I hope my explsnstion is understandable.

Edited by TRX_Trixter
Posted

@Flappy4096 Hi Do you have a super fast computer? Followed your instructions on baking and mine was still stuck at 1% (after half an hour). So I'm doing something wrong or I've got a crappy old tin can or maybe both :(

 

I just ended up following evilflexs seamless instructions and this happened ...

 

Spoiler

enb2022_7_29_20_53_59.png.4a38e507fb2198c6e763edb9197ec88b.png

 

 

Posted
4 minutes ago, pinkfluf said:

@Flappy4096 Hi Do you have a super fast computer? Followed your instructions on baking and mine was still stuck at 1% (after half an hour). So I'm doing something wrong or I've got a crappy old tin can or maybe both :(

 

I just ended up following evilflexs seamless instructions and this happened ...

 

  Hide contents

enb2022_7_29_20_53_59.png.4a38e507fb2198c6e763edb9197ec88b.png

 

 

It looks like classik mistake with wrong baking order.

 

1. You need bake target model + source model with option "Selected to active" and selected first "bottom green plate" in material window.

Spoiler

image.png.ecf34e7a256504d3652992f32212f5c7.png

2. Selected ONLY target model and NO "Selected to active" option in baker and selected next green plate in material window.

Spoiler

image.png.c2dc6c9f798f87dceb3f19e0596675a2.png

 

 

 

Posted
34 minutes ago, TRX_Trixter said:

It looks like classik mistake with wrong baking order.

Thanks Trx, I made sure to follow the vid exactly with selected active on first and disabled on 2nd like you said but mine turned out just plain weird. I think it has something to do with my .sk looking red. I wanted to tackle the erf bits before doing the trx bits but oh well :(

Posted
56 minutes ago, TRX_Trixter said:

Try to use my blender file to bake smoother normal seem area. You will need to play a little with mask image for that "baker". 

 

More simply: try to bake shlong normalmap on your changed body normalmap. If you change body normal to make vaginaless area - you change normal "topology" and need to bake new "contact" area for shlongs normal. 

 

I hope my explsnstion is understandable.

 

I actually had the idea of playing with the masks and bake targets to extend the body normal closer to the balls, but I ran into a weird issue on both schlongs:

 

hole.png.7654df74c7cd477228024df223e6afc9.png

 

On both schlongs, there seems to be a limit past which the body normals will not copy. The weird thing is that I extended both the bake targets and masks to go past this area, but when I bake the maps it still looks like this. I don't get it.

Posted
1 hour ago, donnerwetter said:

 

I actually had the idea of playing with the masks and bake targets to extend the body normal closer to the balls, but I ran into a weird issue on both schlongs:

 

hole.png.7654df74c7cd477228024df223e6afc9.png

 

On both schlongs, there seems to be a limit past which the body normals will not copy. The weird thing is that I extended both the bake targets and masks to go past this area, but when I bake the maps it still looks like this. I don't get it.

Mask file. Try to make it completly white and look if in this case it will cover this areas.

Posted (edited)
1 hour ago, pinkfluf said:

Thanks Trx, I made sure to follow the vid exactly with selected active on first and disabled on 2nd like you said but mine turned out just plain weird. I think it has something to do with my .sk looking red. I wanted to tackle the erf bits before doing the trx bits but oh well :(

Another one thing. When you open file for baking but during this process make a mistake any other your attempts to redone all work may give weird results. Close original blender file without saving anything and make all moves again on "clean" session.

Edited by TRX_Trixter
Posted
9 minutes ago, TRX_Trixter said:

When you open file for baking but during this process make a mistake any other your attempts to redone all work may give weird results. Close original blender file without saving anything and make all moves again on "clean" session.

Would the "undo" button not be helpful :( .

 

Oh before I forget Trx, when you next update your trx horse or trx futanari is it possible to add a cloth version (i.e non light/heavy) it's just some perks (alteration tree) require non heavy/light armor to get the stoneflesh perks. thanks.

 

I had another go with my textures and got an even weirder result, I'm giving up unless some kind soul wants to take pity (2 folders in archive one for all npcs and one for a bodybuilder follower) :) thanks

fluffys textures.7z

Posted
4 minutes ago, pinkfluf said:

Would the "undo" button not be helpful :( .

Nope

 

4 minutes ago, pinkfluf said:

Oh before I forget Trx, when you next update your trx horse or trx futanari is it possible to add a cloth version (i.e non light/heavy) it's just some perks (alteration tree) require non heavy/light armor to get the stoneflesh perks. thanks.

Ok

Posted (edited)
40 minutes ago, TRX_Trixter said:

Mask file. Try to make it completly white and look if in this case it will cover this areas.

 

With a completely white mask file, the texture just gets baked into the exact shape of the Bake Target:

 

(In this test I used diffuse instead of normals)

 

100white.png.c5db11aafbed8908d3e633bcb761fc9b.png

 

I tried replacing the Bake Target with the diffuse map in combination with a slightly extended mask, and this happened:

 

replacebaketarget.png.5ce55387f53896b48da2265a2497189e.png

 

It's like the original Bake Target is hardcoded into the blend file, even if you edit it or replace it entirely, the baking process will still somehow end up using it.

 

I don't get it ?‍♂️

Edited by donnerwetter
Posted
14 minutes ago, donnerwetter said:

 

With a completely white mask file, the texture just gets baked into the exact shape of the Bake Target:

 

(In this test I used diffuse instead of normals)

 

100white.png.c5db11aafbed8908d3e633bcb761fc9b.png

 

I tried replacing the Bake Target with the diffuse map in combination with a slightly extended mask, and this happened:

 

replacebaketarget.png.5ce55387f53896b48da2265a2497189e.png

 

It's like the original Bake Target is hardcoded into the blend file, even if you edit it or replace it entirely, the baking process will still somehow end up using it.

 

I don't get it ?‍♂️

Can you send me body and shlong normals? And if yes sos mesh is my or Evils?

Posted (edited)
16 minutes ago, TRX_Trixter said:

Can you send me body and shlong normals? And if yes sos mesh is my or Evils?

 

I've done tests with both meshes, with very similar results.

 

Here are the normal maps:

 

normals.7z

 

 

I'm using slightly edited versions of both meshes (the lower part has been altered to form an exact fit on my edited vaginaless 3BA body.) Not sure if that makes a difference with this specific issue, but I can also send you the edited meshes if you want. If you do need them, do you need just the regular meshes or ones that have been posed and rescaled to match the pose in the .blend files (legs slightly apart, 0.10 scale)

 

Difference between the default and vaginaless erf versions (vaginaless on the right)

Spoiler

 

meshcomp.png.49685af6e6fef8743baad54c188c80d9.png

 

 

Also, massive, massive thanks for taking the time looking into this problem. It's kind of derailed my work on the Vaginaless 3BA update and Vaginaless BHUNP, lol

 

Edited by donnerwetter
Posted (edited)
38 minutes ago, donnerwetter said:

I'm using slightly edited versions of both meshes... 

If you not make any changes in the UV map (new holes or seams) then mesh edits does not metter. And no problem. You always welcome :)

 

So. This looks better?

image.png.8e288edd9fed56546375ba39bec35234.png

 Baked normal for TRX -    Shlong_N_Test.7z

 

Solution

1. On first baking stage you need to set Margin parameter Type in baker settings to "Extend"

2. On second baking stage set Margin parameter back to previous default "Adjacent Faces" 

 

Where to find Margin options in baker

 

Spoiler

image.png.9728689fa72e84c920a4baabee075463.png

 

And after baking you will need to do some additional workaround with result normal for more smoothed view in gimp or Photoshop with Stamp and Smooth tools.

Edited by TRX_Trixter
Posted
1 hour ago, TRX_Trixter said:

If you not make any changes in the UV map (new holes or seams) then mesh edits does not metter. And no problem. You always welcome :)

 

So. This looks better?

 

 Baked normal for TRX -    Shlong_N_Test.7z

 

Solution

1. On first baking stage you need to set Margin parameter Type in baker settings to "Extend"

2. On second baking stage set Margin parameter back to previous default "Adjacent Faces" 

 

Where to find Margin options in baker

 

  Reveal hidden contents

image.png.9728689fa72e84c920a4baabee075463.png

 

And after baking you will need to do some additional workaround with result normal for more smoothed view in gimp or Photoshop with Stamp and Smooth tools.

 

So, comparing your baked normal map with my own, the line is still there:

 

meshcomp2.png.8275404356a837a421f4e3886eb2caf0.png

 

Where on the map the line is:

 

Spoiler

 

circle.thumb.png.f78ca10f9dd312424fffdd2ced9c7ebf.png

 

 

I think the issue is the transition from the green of the balls to the purple/violet of the crotch area, it just gets turned into this very dark shadow. Most people probably wouldn't notice, but unfortunately my mod is exclusively focused on this part of the body so I'm seeing it all the time ?

Posted (edited)
17 minutes ago, donnerwetter said:

 

So, comparing your baked normal map with my own, the line is still there:

 

meshcomp2.png.8275404356a837a421f4e3886eb2caf0.png

 

Where on the map the line is:

 

  Hide contents

 

circle.thumb.png.f78ca10f9dd312424fffdd2ced9c7ebf.png

 

 

I think the issue is the transition from the green of the balls to the purple/violet of the crotch area, it just gets turned into this very dark shadow. Most people probably wouldn't notice, but unfortunately my mod is exclusively focused on this part of the body so I'm seeing it all the time ?

As i said after baking you will need to make some additional work with this normal in photoshop. Best way to do this in Substance Painter directly on model to smooth this area.
I dont think you can bake it "automaticly". I do this with original TRX normals to remove the same problem on shaft root and balls area. You will need Stamp and Smooth tools
for this

Edited by TRX_Trixter
Posted
5 minutes ago, TRX_Trixter said:

As i said after baking you will need to make some additional work with this normal in photoshop. Best way to do this in Substance Painter directly on model to smooth this area.
I dont think you can bake it "automaticly". I do this with original TRX normals to remove the same problem on shaft root and balls area. You will need Stamp and Smooth tools
for this

 

You can edit textures directly on model in Blender as well (I use it to paint/blur out UV seams on textures) but it's pretty limited and doesn't really help editing normal map topology. I assume Substance Painter would eliminate all of the headaches that come from trying to edit normal maps in a regular image editor. I assume you can directly edit surface details with it?

 

Trying to transfer skin pores, etc from existing normal maps to my baked normal maps from XNormal for my pregnant mod is a huge pain in the ass, and I've had to MacGyver it by taking the original normal maps, turning them monochrome, making them transparent, then pasting the transparent maps onto my baked maps and then trying to restore the original brightness, contrast and saturation just by eyesight... it's far from perfect and not very fun to do.

 

20 bucks a month is too steep for me though.

Posted (edited)
42 minutes ago, donnerwetter said:

 

You can edit textures directly on model in Blender as well (I use it to paint/blur out UV seams on textures) but it's pretty limited and doesn't really help editing normal map topology. I assume Substance Painter would eliminate all of the headaches that come from trying to edit normal maps in a regular image editor. I assume you can directly edit surface details with it?

Yes but its not so easy. Can you make a quick test of this normal? Shlong_N.dds Just wondering if my method works at all.

 

And this one 

Spoiler

image.thumb.png.bfb893cae458558eb9c121d8bc29ec9e.png

 

 

Its very dirty try but may be this instrument is good enought for solving issues like this.

Edited by TRX_Trixter

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
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...