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


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Posted
8 hours ago, Crimson Tide said:

I'm pretty sure that I messed up in some settings at some point but I just don't know where. Also the shaft and base are placeholder textures atm. I just wanted to make the texture seamless first. Any help regarding the texture issue would be appreciated.

Looks really great! Love the shape of it. Could the seam be caused by a shader flag mismatch in the nif? Looks like it has Back Lighting on, maybe?

Posted
18 hours ago, sila said:

Don't give up.... Help us Donnerwetter, you are our only hope!

 

 

I wish I could offer more than just encouragement.

17 hours ago, uknowhisname said:

You got this! Maybe try shaving off some of the crotch area and shift the base/scrotum backwards. It should still work with animations given the schlong is long enough.

17 hours ago, zilvradrow said:

Wow, it's hard the see, how you work on this project. Perfection could be sometimes an impossible thing.

Take your Time. No pressure!

12 hours ago, Helblar said:

 

 

First of all, let me express my admiration for your tenacity and perseverance. I have great respect for such people. ))

 

Now to your question. Probably the most ideal option would be to redo the pelvic area CBBE or UNP from scratch, but I understand that it takes a whole team.

 

Maybe we need a third option where the anus and balls move slightly toward each other so there's no distortion?

2.jpg.e5a9b1dcc072f970d64110c39c37ad23.jpg

 

Then you get something in between

 

1.jpg.303a22b660e9f2bc9453cd4180015b83.jpg

 

 

Thank you for the words of encouragement, everyone! I'm glad I'm not the only one who wants to see this happen ?

 

@zilvradrow I get what you're saying about perfectionism, but with the other problems fixed the long taint is the only thing I can see now when looking at these meshes ?

 

@Helblar , your mockup looks so nice and clean- I wish my Blender edits were that smoothless ? Unfortunately, when you move the base and the balls, you create problems at the front:

 

 

 

See how the entire pelvis is pulled inwards? The weird-looking schlong in my previous post was an attempt to sidestep this issue by only altering the balls, but that created its own problems, namely the scrotum digging into the thighs when the end result should look like this. I fear you'd need to indeed retool the 3BA and BHUNP pelvises pretty heavily to do this properly, which makes me wish I had taken even one 3D modeling class.

 

Anyway, I'll keep playing around with it. Maybe something will click

 

13 hours ago, Crimson Tide said:

Hey everyone! First time posting here (thread and loverslab) but I've been a long time lurker tho. Anyways I was inspired by an old horse cock mod to make my own from scratch since the models and textures are kinda outdated for my liking. 

 

So as for my creation, the base model isn't mine but I found a pack with lot of variation for my liking. I will most likely create each one into Skyrim at one point. I'm working on Belgian variation atm. I had to sculpt the one in Pulsar's pack since it doesn't really naturally attach to female bodies. Here's a sneak peak how the model looks in-game without textures. 

 

  Reveal hidden contents

20220918225114_1.thumb.jpg.ff064f4db22d917ba58455f03175ba47.jpg20220918230404_1.thumb.jpg.58ee6ae323233de383208550ec9659fb.jpg

 

I'm quite happy how the base model came to be. Only complaints are that base's edges, which you can't see, are really messy and also I guess the uv mapping could have been better as well but this will have to do for now.

 

On a side note, weighting the model was a real pain in the ass especially when Blender's pynifly doesn't export bones correctly if they aren't weighted. So most of the time during testing the cock just floated around and wasn't attached properly. However I managed to fix this issue.

 

Right now I've come across a new issue regarding texturing and I'd really like to have someone's help regarding the issue. Long story short: I downloaded seamless blend files made by EvilReFlex and TRX_Trixter to see how the process works under the hood. I managed to make the mask for blending, bake diffuse, normal, specular and subsurface maps and in blender the diffuse bake is perfectly seamless. Examples in spoiler below:

 

  Reveal hidden contents

631053651_schlongunselected.PNG.c5bc99f125a5d290e8a1ad899bfd9244.PNG502379379_schlongselected.PNG.70a273d74cbb5c2746c6149a09fd1157.PNG

 

However here comes my problem: For some reason the schlong baked texture doesn't match the body texture in-game. Image below: 

  Hide contents

20220920141254_1.thumb.jpg.ca54c828512f710591219f4087aa6bb8.jpg

 

I'm pretty sure that I messed up in some settings at some point but I just don't know where. Also the shaft and base are placeholder textures atm. I just wanted to make the texture seamless first. Any help regarding the texture issue would be appreciated.

 

Are you sure it's a texture issue? Looks more like self-shadowing on messy geometry to me. I had similar issues with my BHUNP version of TRX Futa Addon until I got the weights right.

Posted
9 minutes ago, donnerwetter said:

Are you sure it's a texture issue? Looks more like self-shadowing on messy geometry to me. I had similar issues with my BHUNP version of TRX Futa Addon until I got the weights right.

 

So what would you recommend to do to fix said issue?

Posted
Just now, Crimson Tide said:

 

So what would you recommend to do to fix said issue?

 

Tweak the weighting until the problem goes away. Also, can I see a screenshot of the schlong and body with wireframe enabled on both in OS or Blender? The base is indeed looking a bit messy. You may need to retool it and snap its edges to vertices on the body to make the weights look nice. This is what I had to do when I made BHUNP versions of TRX Futa Addon and ERF CBBE Futanari Schlong

Posted

Here's couple shots of the schlong base wire frame from Blender. It's mega messy since I sculpted and decimated the sculpt to more bearable poly size. Also would you recommend doing weight painting in outfit studio? Iirc you can do it there too and not just in Blender.

 

Spoiler

base.PNG.5b5f0a5f9df2987a406998bb421a9e10.PNGinside.PNG.923c476987325c3d3fa75dff9ceadc13.PNG

 

Posted
48 minutes ago, Crimson Tide said:

Here's couple shots of the schlong base wire frame from Blender. It's mega messy since I sculpted and decimated the sculpt to more bearable poly size. Also would you recommend doing weight painting in outfit studio? Iirc you can do it there too and not just in Blender.

 

  Reveal hidden contents

base.PNG.5b5f0a5f9df2987a406998bb421a9e10.PNGinside.PNG.923c476987325c3d3fa75dff9ceadc13.PNG

 

 

Yeah, I'd recommend completely redoing the base so it fits snugly onto the body. Just as an example, here is the original TRX schlong with the BHUNP body:


 

Spoiler

1571143915_bhoohoonop(1).png.dde842839771787aeb9f6f65d245e9c6.png

 

155391059_bhoohoonop(2).png.f431a71bdcb789738223478fe1442f05.png

 

Here's what my BHUNP version ended up looking like. See how I made sure the base matched the body as seamlessly as possible?
 

Spoiler

837851455_bhoohoonop(3).png.f715f4d7f5d61bc207e79ec5c486563e.png

 

2133745152_bhoohoonop(4).png.fa00531b85cf40efa807649602b47e4e.png

 

Here's a video:

 

Spoiler

 

 

 

 

 

You can do weightpainting in OS, yes. That being said, I don't really do weightpainting from scratch- I just copy and tweak existing weights.

Posted
1 hour ago, Crimson Tide said:

Thanks for the feedback. I’ll remake the base later today when I have time. Also to be sure, you are using _0 body as reference?

 

Neither, the original project files in Outfit Studio

Posted
6 hours ago, donnerwetter said:

 

 

Danke für die aufmunternden Worte an alle! Ich bin froh, dass ich nicht der einzige bin, der das sehen möchte ?

 

@zilvradrow Ich verstehe, was du über Perfektionismus sagst, aber da die anderen Probleme behoben sind, ist der lange Makel das Einzige, was ich jetzt sehen kann, wenn ich mir diese Maschen ansehe ?

 

@Helblar , dein Mockup sieht so schön und sauber aus - ich wünschte, meine Blender-Bearbeitungen wären ? Leider entstehen beim Bewegen der Basis und der Kugeln vorne Probleme:

 

 

 

Sehen Sie, wie das gesamte Becken nach innen gezogen wird? Der seltsam aussehende Schlong in meinem vorherigen Beitrag war ein Versuch, dieses Problem zu umgehen, indem nur die Hoden verändert wurden, aber das verursachte seine eigenen Probleme, nämlich den Hodensack, der sich in die Oberschenkel grub, wenn das Endergebnis so aussehen sollte . Ich fürchte, Sie müssten die 3BA- und BHUNP-Becken tatsächlich ziemlich stark umrüsten, um dies richtig zu machen, was mich wünscht, ich hätte auch nur einen 3D-Modellierungskurs besucht.

 

Ich werde jedenfalls weiter damit herumspielen. Vielleicht klickt etwas

 

 

Bist du sicher, dass es ein Texturproblem ist? Sieht für mich eher nach Selbstbeschattung auf unordentlicher Geometrie aus. Ich hatte ähnliche Probleme mit meiner BHUNP-Version von TRX Futa Addon, bis ich die richtigen Gewichte hatte.

 

Yes, difficult to solve - especially since real nature and our virtual dream room (3D games like Skyrim) go completely different "construction" paths

in the real world, the male penis does not "sit" on the lower pelvis like "glued" - but its base reaches (under the skin) almost to the anal opening

This reminds me of gluing a penis condom cover (which also comes with separate "pockets" for the scrotum) to a latex catsuit or latex panty - which I already did when I was a "latex gluer". - even then it wasn't always easy to find the exact position for the hole through which the penis comes - because real human nature varies!

What it also does with the distance between the vaginal and anal opening - but by far not as extreme as some manufacturers of double dildos - attending an anatomy lecture or researching the net or reading a specialist book would have avoided such embarrassment .


if one were to try a "natural" replica in the 3D world - the "schlong" would have to start at least in the middle between the legs

otherwise there would be no counter bearing for him during real "fucking".

and the scrotums (gonads) are not at the end of the penis - but at the end of its VISIBLE part - so it should move towards the tip of the penis

then they no longer pinch between the thighs


I realize that going this route requires a complete redesign of the Schlong model - I can't even imagine how much work that would require

Incidentally, yes, the pool would have to be revised


Ultimately, the question is what you want to achieve...

..the closest possible approximation of the 3D model to reality

or

but rather an acceptable looking fantasy


Ultimately, we all know that the "schlongs" seen here in the pictures only have a very limited connection with reality (with a few exceptions).

The sheer size of the penis alone would make some of the delicate elves fall forward to the ground

or

their long and heavy scrotums make it extremely difficult for them to run or walk


and of course, for example, such huge balls between the legs of a real person would cause massive problems

why do you sit with wide legs and not with crossed ones??


next "construction site" (when it comes to "closeness to reality") - you actually only have "flesh" penises - you only see "blood" penises in connection with the clothes

It is clear to me that swelling and (length) growth cannot (or only to a very limited extent) reproduce a "blood" penis with the available means


all the listing of problems is not intended to discourage you - but should help to "sharpen" the view

 

Spoiler

ja schwer zu lösen - zumal halt die reale Natur und unser virtueller Wunschraum (3D-Spiele wie Skyrim) komplett andere "Konstrunktions"-Wege gehen

in der realen Welt "sitzt" ja der männliche Penis nicht an der unteren Becken nicht wie "angeklebt" - sondern seine Basis reicht (unter der Haut) fast bis an die anale Öffnung

Das erinnert mich an das Ankleben einer Penis-Kondom-Hülle (die gibt es auch mit separaten "Taschen" für die Hodensäcke) an einen Latex-Catsuit oder Latex-Panty - was ich ja schon in meiner Zeit als "Latex-Kleberin" gemacht hatte - auch da war es nicht immer einfach die exakte Position für das Loch durch das der Penis kommt zu finden - denn die menschliche reale Natur variiert!

Was es übrigens auch beim Abstand zw. vaginaler und analer Öffnung macht - aber bei weiten nicht so extrem wie manche Hersteller von Doppel-Dildos - da hätte ein Besuch einer Anatomie-Vorlesung oder eine Recherche im Netz bzw. das Lesen eines Fachbuches solche Peinlichkeiten vermieden.

 

würde man in der 3D-Welt einen "natürlichen" Nachbau versuchen - müsste der "Schlong"  mindenste in der Mitte zwischen den Beinen beginnen

ansonsten gäbe es ja beim realen "Ficken" kein Gegenlager für ihn

und die Hodensäcke (Gonaden) sitzen nicht am Ende des Penis - sondern am Ende dessen SICHTBAREN Anteils - also müsste die in Richtung Penis-Spitze rücken

dann klemmen sie auch nicht mehr zw. den Oberschenkeln ein

 

mir ist klar das diese Weg eine komplett Neu-Konstruktion des Schlong-Modells erfordert - ich kann mir nicht mal ausmahlen wie viel Arbeit dies erfordern würde

nebenbei müsste ja auch das Becken überarbeitet werden

 

Die Frage ist letztlich was man erreichen möchte...

..die möglichst grosse Annäherung des 3D-Modells an die Realität

oder

doch ehr eine akzeptabel aussehende Fantasie

 

Letztlich wissen wir alle das die hier auf Bildern zu sehenden "Schlongs" nur sehr bedingt mit der Realität (bis auf Ausnahmen) zu tun haben.

Alleine bei der schieren Grösse des Penis wurde einige der zarten Elfen vorwärts zu Boden stürzen

oder

ihnen die langen und schweren Hodensäcke ein Laufen oder Gehen extrem erschweren

 

und natürlich wurden z.B. solche riesigen Bälle zwischen den Beinen einer realen Person massivste Probleme bereiten

warum wohl sitzt man damit mit breiten Beinen und nicht mit überschlagenen??

 

nächste "Baustelle" (wenn es um "Realitätsnähe" geht) - man hat faktisch nur "Fleisch"-Penise - "Blut"-Penise sieht man nur in Verbindung mit der Kleidung

mir ist klar das ein Anschwellen und (Längen-)Wachsen einen "Blut"-Penis nicht (oder nur sehr begrenzt) mit den vorhandenen Mitteln nicht nachbilden lässt

 

all das viele Aufzählen von Problemen hat nicht die Absicht Dich zu entmutigen - sondern soll helfen den Blick zu "schärfen"

 

Posted
On 9/14/2022 at 12:39 PM, Helblar said:

 

Sure, but I'm not sure it would look the same in yours. Will you send me a screenshot of what you got?

 

Her name is Foxy. She will be the main character of my next part of the comics. (If I ever start making one... hell.) I spent months creating her and so one preset will hardly be enough. The ideal would be to release her as a follower... But I don't know how to make followers. ?

 

Foxy.zip 1004.09 kB · 54 downloads

 

 

ScreenShot1020.png.72388b96fce9bf62fea88e143169fa84.png

 

Have a word with Bacetrica on Nexus. Or Futanemesislol on LL. They may be able to offer help?

Posted (edited)
9 hours ago, donnerwetter said:

Neither, the original project files in Outfit Studio

 

Ok so I just exported 3BA reference from outfit studio and adjusted the base mesh. Looks a lot better now imo.

 

 

I pretty much just snapped all vertices with the body and removed all extra parts inside the body. I did some digging through TRX and other futa addons and saw that they extend a bit under the body. Should I do this as well or is this fine?

Edited by Crimson Tide
Posted
1 hour ago, Crimson Tide said:

 

Ok so I just exported 3BA reference from outfit studio and adjusted the base mesh. Looks a lot better now imo.

 

 

I pretty much just snapped all vertices with the body and removed all extra parts inside the body. I did some digging through TRX and other futa addons and saw that they extend a bit under the body. Should I do this as well or is this fine?

 

The reason they clip into the body is because they were made to fit CBBE SE, not 3BA. 

Posted (edited)

Ok after some adjusting etc, there's a gap and still some texture mismatch in-game (I take it I have to adjust the weights for it to clip to body properly). Model looks more or less fine in outfit studio with slight notable seam but not nearly as bad as it's in-game.

 

 

Spoiler

Ignore the scuffed textures for now

20220921210300_1.thumb.jpg.c3aec3d01008710dcd71e1c74b446caf.jpg20220921210919_1.thumb.jpg.c1048a48ce6038ab68e09488408819e1.jpg456158407_outfitstudio.thumb.PNG.f1c5c500daf1342134935307d0ef9f43.PNG

 

Also I did some normal map changes. On the first version I had tangent ones and now I switched to object space ones since the body has those as well. Not sure if that had anything to with old issues. Also should I stay with tangent or object ones. Should be pretty fast to change around tho.

 

Edited by Crimson Tide
Bodyslide issue was due to missing specular map, looks fine now in outfit studio
Posted

I have a Question:

Im makin an new LO with OpenSex Mods and want to know if i can have a Futa with it?

Do i need only SOS and Addons and it works or do i have to other things?

 

Posted (edited)

Ok so I finally managed to fix the texture issue. I now only just have to adjust weights so there's no gap between the schlong and the body. Wouldn't anyone happen to know any good bodyslide tutorial videos regarding how to make (schlong) bodyparts seamless, creating bodyslides, etc.? Also I will most likely adjust the base texture and shaft glossyness (it's really shiny atm) and maybe use higher poly shaft.

 

Well enough talk. Here's some pics of my char, Evelyn. Enjoy! (some seams and texture issues might be visible).

 

20220922035859_1.thumb.jpg.333599652f79cf961bca87fcac78d567.jpg20220922040045_1.thumb.jpg.3b86b13f2758faa87bcc8d72956e0fc3.jpg

 

 

Spoiler

20220922041234_1.thumb.jpg.9c2c570d0effa663dd5eb1ab7d29ff00.jpg20220922041137_1.thumb.jpg.eafc9cf8094f8d1d310c948de328f9de.jpg20220922040926_1.thumb.jpg.28f088b134cf4a2a95585e29bb297cd4.jpg20220922040836_1.thumb.jpg.c85d629bb6ba3646336e23f1921d51cc.jpg

 

Edited by Crimson Tide
Posted
14 hours ago, Miauzi said:

 

Yes, difficult to solve - especially since real nature and our virtual dream room (3D games like Skyrim) go completely different "construction" paths

in the real world, the male penis does not "sit" on the lower pelvis like "glued" - but its base reaches (under the skin) almost to the anal opening

This reminds me of gluing a penis condom cover (which also comes with separate "pockets" for the scrotum) to a latex catsuit or latex panty - which I already did when I was a "latex gluer". - even then it wasn't always easy to find the exact position for the hole through which the penis comes - because real human nature varies!

What it also does with the distance between the vaginal and anal opening - but by far not as extreme as some manufacturers of double dildos - attending an anatomy lecture or researching the net or reading a specialist book would have avoided such embarrassment .


if one were to try a "natural" replica in the 3D world - the "schlong" would have to start at least in the middle between the legs

otherwise there would be no counter bearing for him during real "fucking".

and the scrotums (gonads) are not at the end of the penis - but at the end of its VISIBLE part - so it should move towards the tip of the penis

then they no longer pinch between the thighs


I realize that going this route requires a complete redesign of the Schlong model - I can't even imagine how much work that would require

Incidentally, yes, the pool would have to be revised


Ultimately, the question is what you want to achieve...

..the closest possible approximation of the 3D model to reality

or

but rather an acceptable looking fantasy


Ultimately, we all know that the "schlongs" seen here in the pictures only have a very limited connection with reality (with a few exceptions).

The sheer size of the penis alone would make some of the delicate elves fall forward to the ground

or

their long and heavy scrotums make it extremely difficult for them to run or walk


and of course, for example, such huge balls between the legs of a real person would cause massive problems

why do you sit with wide legs and not with crossed ones??


next "construction site" (when it comes to "closeness to reality") - you actually only have "flesh" penises - you only see "blood" penises in connection with the clothes

It is clear to me that swelling and (length) growth cannot (or only to a very limited extent) reproduce a "blood" penis with the available means


all the listing of problems is not intended to discourage you - but should help to "sharpen" the view

 

  Reveal hidden contents

ja schwer zu lösen - zumal halt die reale Natur und unser virtueller Wunschraum (3D-Spiele wie Skyrim) komplett andere "Konstrunktions"-Wege gehen

in der realen Welt "sitzt" ja der männliche Penis nicht an der unteren Becken nicht wie "angeklebt" - sondern seine Basis reicht (unter der Haut) fast bis an die anale Öffnung

Das erinnert mich an das Ankleben einer Penis-Kondom-Hülle (die gibt es auch mit separaten "Taschen" für die Hodensäcke) an einen Latex-Catsuit oder Latex-Panty - was ich ja schon in meiner Zeit als "Latex-Kleberin" gemacht hatte - auch da war es nicht immer einfach die exakte Position für das Loch durch das der Penis kommt zu finden - denn die menschliche reale Natur variiert!

Was es übrigens auch beim Abstand zw. vaginaler und analer Öffnung macht - aber bei weiten nicht so extrem wie manche Hersteller von Doppel-Dildos - da hätte ein Besuch einer Anatomie-Vorlesung oder eine Recherche im Netz bzw. das Lesen eines Fachbuches solche Peinlichkeiten vermieden.

 

würde man in der 3D-Welt einen "natürlichen" Nachbau versuchen - müsste der "Schlong"  mindenste in der Mitte zwischen den Beinen beginnen

ansonsten gäbe es ja beim realen "Ficken" kein Gegenlager für ihn

und die Hodensäcke (Gonaden) sitzen nicht am Ende des Penis - sondern am Ende dessen SICHTBAREN Anteils - also müsste die in Richtung Penis-Spitze rücken

dann klemmen sie auch nicht mehr zw. den Oberschenkeln ein

 

mir ist klar das diese Weg eine komplett Neu-Konstruktion des Schlong-Modells erfordert - ich kann mir nicht mal ausmahlen wie viel Arbeit dies erfordern würde

nebenbei müsste ja auch das Becken überarbeitet werden

 

Die Frage ist letztlich was man erreichen möchte...

..die möglichst grosse Annäherung des 3D-Modells an die Realität

oder

doch ehr eine akzeptabel aussehende Fantasie

 

Letztlich wissen wir alle das die hier auf Bildern zu sehenden "Schlongs" nur sehr bedingt mit der Realität (bis auf Ausnahmen) zu tun haben.

Alleine bei der schieren Grösse des Penis wurde einige der zarten Elfen vorwärts zu Boden stürzen

oder

ihnen die langen und schweren Hodensäcke ein Laufen oder Gehen extrem erschweren

 

und natürlich wurden z.B. solche riesigen Bälle zwischen den Beinen einer realen Person massivste Probleme bereiten

warum wohl sitzt man damit mit breiten Beinen und nicht mit überschlagenen??

 

nächste "Baustelle" (wenn es um "Realitätsnähe" geht) - man hat faktisch nur "Fleisch"-Penise - "Blut"-Penise sieht man nur in Verbindung mit der Kleidung

mir ist klar das ein Anschwellen und (Längen-)Wachsen einen "Blut"-Penis nicht (oder nur sehr begrenzt) mit den vorhandenen Mitteln nicht nachbilden lässt

 

all das viele Aufzählen von Problemen hat nicht die Absicht Dich zu entmutigen - sondern soll helfen den Blick zu "schärfen"

 

 

The problem is that I can't really move the shaft up or down since it would break all currently existing sex animations, and the enhanced realism wouldn't be worth that tradeoff to most users.

 

To be clear, I'm not going for strict realism, which is why my example pictures are hentai artwork- that's the aesthetic I'm going after. I do however believe that an element of realism is still required to anchor even idealised, exaggerated and fetishised pornographic and erotic art. Without a careful balance of realism and fantasy, the sexiness is greatly diminished (in my opinion)

 

Anyway, in this specific case, strictly realistic or not, the empty space between the anus and the scrotum just looks bad.

 

5 hours ago, Crimson Tide said:

Ok after some adjusting etc, there's a gap and still some texture mismatch in-game (I take it I have to adjust the weights for it to clip to body properly). Model looks more or less fine in outfit studio with slight notable seam but not nearly as bad as it's in-game.

 

 

  Reveal hidden contents

Ignore the scuffed textures for now

20220921210300_1.thumb.jpg.c3aec3d01008710dcd71e1c74b446caf.jpg20220921210919_1.thumb.jpg.c1048a48ce6038ab68e09488408819e1.jpg456158407_outfitstudio.thumb.PNG.f1c5c500daf1342134935307d0ef9f43.PNG

 

Also I did some normal map changes. On the first version I had tangent ones and now I switched to object space ones since the body has those as well. Not sure if that had anything to with old issues. Also should I stay with tangent or object ones. Should be pretty fast to change around tho.

 

 

Skyrim uses object space normals for characters. Some modders have tried to mod in tangents but if I understand correctly it does not seem feasible. So yeah, you should stick to object normals for your schlong.

Posted

Got into the swing of modding screenshottery again as of recent and made a character I've become fond of. Been doing these sets for a few days now and it's addicting. Putting these in spoilers so that I won't clog the entire page immediately.

 

enb2022_9_21_13_06_36.png.cf554a63c7bb26456d08d33b3264881f.png

Spoiler

enb2022_9_21_14_55_50.png.ae2ee100e7b5951bc8d276e9c6d0af1a.pngenb2022_9_21_15_21_22.png.fa677dbc773975ae0d145a3226a29cec.pngenb2022_9_21_14_52_15.png.f0317a703d279cb3e35412fd0d187cef.png

 

And here's a second set I just finished, featuring megaboobs.

Spoiler

enb2022_9_22_08_24_41.png.460ab0d054e5e8d6495f5e69582f5de7.pngenb2022_9_22_08_36_14.png.64ed8fb475172690590440810c5bf6ec.pngenb2022_9_22_09_07_01.png.fa638ecfddb79900a85b267eb2a02202.pngenb2022_9_22_09_07_56.png.2aa5902e87a73338480ab1be01f45a05.png

 

 

Posted
On 9/6/2022 at 12:39 AM, sila said:

Any chance of these being shared? The statue replacers? Or how are you going about adding the schlong to them?

That Mara one is beyond me for NIF work. A (ahem) quiet version posted here would be highly appreciated!

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