NightroModzz Posted November 2, 2016 Posted November 2, 2016 Just want to let you all know that I'm still working on it. Do to a lack of sleep finally catching up to me, I havn't had much energy to feel like doing much lately. Anyways, I've changed the hand palms a bit, added some arm muscle since I'm doing a slim version anyways, and finished adding the naughty bits. An elbow deep anus and a bit shorter vagina but deeper when you include the uterus. Now I just need to add some fur detail, adjust the toes, then add nails. I'll post some pictures of the final version tomorrow night when I'll likely be finished. I'll start on the slim version and teeth the day after tomorrow. Edit: Been out longer than I thought today. Only had the time to add more detail to the naughty bits and fix the toes. So sometime tomorrow I'll post pictures.
NightroModzz Posted November 4, 2016 Posted November 4, 2016 Here are some pictures of the naughty bits and innards. I'll post the rest on the same comment in about 4 hours. The outer vagina skin is a bit stretched because it would be tough to re-mesh without it sticking together. a clit is also included. The outer layer or the lips is one layer and can be spread, also revealing a small urethra hole so it's realistic. However, it might take some advance HDT work. I left the uterus hole bigger than average so that it can possible be penetrated if HDT is ever set up for it and since it is not visible outside during normal play. I am not sure if the anal hole is too small when it would be put to use and how it would stretch. I don't want to be gaping big all the time. Maybe not as elbow deep as I previously thought. More like forearms length but can surely stretch to that length. The width of the innards would probably be well suited for large insertions for any decent stretching animations. https://gyazo.com/d7fce4293b7cf1bf2e9b212401ca2b86 https://gyazo.com/a166c58c6430a72e24d49eb804cdc7fe https://gyazo.com/58f667184d9d1cd927b2c3a34783f55e Made an adjustment so the anal innards go more towards the stomach than the back. Might adjust further if I adjust the uterus more towards the stomach too. https://gyazo.com/ec93fd43216ebc392b309c0d76b24920 Hands: I needed to fix it in a way that the palms can naturally bend/close. I also added an extra pad by the wrist to support impact when running on all fours (KISS Khajiit mod). https://gyazo.com/02f9f2a814e9e70b1a7c0576898d451b https://gyazo.com/fdf4e3fccec925372fea0c7bcf7abc3c https://gyazo.com/d6cbbfae3a216bebe4d3f262ffacde4c Arm Muscle: https://gyazo.com/e330a518133dad1f95fcaa470ebf2769 Feet: https://gyazo.com/0455c18fdf726698b2971c4a538a4091 https://gyazo.com/4b4e37341af29ecc9e0997eb5e8091ca https://gyazo.com/3609de65557ecabebe26f8bf53f832cf https://gyazo.com/3ebb0ba4a9b22542d3ed147f94f2254e This is the only spot I decided to add fur. Just doesn't seem right unless I was doing a werewolf of something like that with thick fur. https://gyazo.com/7c0289e612af13532bc09817b12693f0 Full body: https://gyazo.com/dfce052e1f1bee8f56d75fbca731fe83 https://gyazo.com/21c3602a376272b573023b7a7fd4b822 https://gyazo.com/ba6169bbf5400ad14fa8c17cb42d3102
Blaze69 Posted November 4, 2016 Posted November 4, 2016 Here are some pictures of the naughty bits and innards. I'll post the rest on the same comment in about 4 hours. The outer vagina skin is a bit stretched because it would be tough to re-mesh without it sticking together. a clit is also included. The outer layer or the lips is one layer and can be spread, also revealing a small urethra hole so it's realistic. However, it might take some advance HDT work. I left the uterus hole bigger than average so that it can possible be penetrated if HDT is ever set up for it and since it is not visible outside during normal play. I am not sure if the anal hole is too small when it would be put to use and how it would stretch. I don't want to be gaping big all the time. Maybe not as elbow deep as I previously thought. More like forearms length but can surely stretch to that length. The width of the innards would probably be well suited for large insertions for any decent stretching animations. https://gyazo.com/d7fce4293b7cf1bf2e9b212401ca2b86 https://gyazo.com/a166c58c6430a72e24d49eb804cdc7fe https://gyazo.com/58f667184d9d1cd927b2c3a34783f55e Made an adjustment so the anal innards go more towards the stomach than the back. Might adjust further if I adjust the uterus more towards the stomach too. https://gyazo.com/ec93fd43216ebc392b309c0d76b24920 Talk about going overkill on the detail. Geez, no-one has made anything like this yet, not even 4udik's concept body posted not so long ago comes close. It's awesome, though. It may not get HDT collision support at first, but with all the modelling done already, it should make things easier if/when it is added. So, really great work! Can't wait for this to be done.
NightroModzz Posted November 4, 2016 Posted November 4, 2016 Here are some pictures of the naughty bits and innards. I'll post the rest on the same comment in about 4 hours. The outer vagina skin is a bit stretched because it would be tough to re-mesh without it sticking together. a clit is also included. The outer layer or the lips is one layer and can be spread, also revealing a small urethra hole so it's realistic. However, it might take some advance HDT work. I left the uterus hole bigger than average so that it can possible be penetrated if HDT is ever set up for it and since it is not visible outside during normal play. I am not sure if the anal hole is too small when it would be put to use and how it would stretch. I don't want to be gaping big all the time. Maybe not as elbow deep as I previously thought. More like forearms length but can surely stretch to that length. The width of the innards would probably be well suited for large insertions for any decent stretching animations. https://gyazo.com/d7fce4293b7cf1bf2e9b212401ca2b86 https://gyazo.com/a166c58c6430a72e24d49eb804cdc7fe https://gyazo.com/58f667184d9d1cd927b2c3a34783f55e Made an adjustment so the anal innards go more towards the stomach than the back. Might adjust further if I adjust the uterus more towards the stomach too. https://gyazo.com/ec93fd43216ebc392b309c0d76b24920 Talk about going overkill on the detail. Geez, no-one has made anything like this yet, not even 4udik's concept body posted not so long ago comes close. It's awesome, though. It may not get HDT collision support at first, but with all the modelling done already, it should make things easier if/when it is added. So, really great work! Can't wait for this to be done. Lol Did I forget to mention that I'm a bit of a perfectionist?
Bad Dog Posted November 4, 2016 Author Posted November 4, 2016 Very cool. Might do some more texturing around the anus--it suffers in comparison to the vagina.
NightroModzz Posted November 4, 2016 Posted November 4, 2016 Very cool. Might do some more texturing around the anus--it suffers in comparison to the vagina. Are you talking about the anal hole or the innards? Not much I can do for the anal hole like swirl marks for example. Best left to the textures. As for the innards, not sure what design to do.
NightroModzz Posted November 7, 2016 Posted November 7, 2016 Very cool. Might do some more texturing around the anus--it suffers in comparison to the vagina. Added detail to the inside of the anus and moved them even closer to the stomach for possible stomach collision in the future. https://gyazo.com/8d1835176ab9c4170d89696e7bbdec67 Fixed the detail on the finger pads. https://gyazo.com/77f1f08204cd1896482035ca812f8963 Now I'm gonna get started on separating the feet and hands from the body, making the UV's, then the tri conversion.
Artlan Posted November 7, 2016 Posted November 7, 2016 Been quietly following the progress on this - and hot damn your doing some crazy (and crazy amazing) work
NightroModzz Posted November 7, 2016 Posted November 7, 2016 Been quietly following the progress on this - and hot damn your doing some crazy (and crazy amazing) work Thanks! : ) If succesful, I'll do Human or the default body too. As for Argonians, maybe one day.
NightroModzz Posted November 7, 2016 Posted November 7, 2016 Curiouse, the body limit for polycount is 60,000-70,000 right? Does that exclude the the hands and feet? I also have the tail and innards included in the body. Do any of you know if those limits apply to the SSE version?
Blaze69 Posted November 7, 2016 Posted November 7, 2016 (edited) Curiouse, the body limit for polycount is 60,000-70,000 right? Does that exclude the the hands and feet? I also have the tail and innards included in the body. Do any of you know if those limits apply to the SSE version? I only know about that limit because I read a reply by ousnius/cell to someone who was trying to port a Daz mesh into Skyrim and was getting errors because that mesh was a single NiTriShape (something like an "object", I guess?), and it was over the limit for a single one of those, so you should look for the info or ask someone like ousnius. Anyway, since hands, feet and tail are supposed to be not only separate NiTriShapes but also separate nifs, so I guess you could get away with 60k on the (torso) body mesh, but still, I don't think it's necessary. BTW, I made a little mistake earlier, UUNP doesn't have 7k polys, those are vertexes. According to Nifskope, it has 13k triangles. Just thought you may want to know that. Okay, the limit is supposed to be at 64k polys per NiTriShape. The mesh with the higher polycount is High Hrothgar, and is close to 50k. I still think pushing the limit would be too much, maybe 20-30k or even 40 k would do it. Edited November 7, 2016 by Blaze69
NightroModzz Posted November 7, 2016 Posted November 7, 2016 Curiouse, the body limit for polycount is 60,000-70,000 right? Does that exclude the the hands and feet? I also have the tail and innards included in the body. Do any of you know if those limits apply to the SSE version?I only know about that limit because I read a reply by ousnius/cell to someone who was trying to port a Daz mesh into Skyrim and was getting errors because that mesh was a single NiTriShape (something like an "object", I guess?), and it was over the limit for a single one of those, so you should look for the info or ask someone like ousnius. Anyway, since hands, feet and tail are supposed to be not only separate NiTriShapes but also separate nifs, so I guess you could get away with 60k on the (torso) body mesh, but still, I don't think it's necessary. BTW, I made a little mistake earlier, UUNP doesn't have 7k polys, those are vertexes. According to Nifskope, it has 13k triangles. Just thought you may want to know that. 13K for the UUNP body? The citrus female khajiit head comes with a polycount of 13,916. I said 7,604 on another post because I got ActivePoints and the polycount mixed up. Either that or triangles mean something else on that application because I see no such thing on Zbrush.
Blaze69 Posted November 7, 2016 Posted November 7, 2016 Curiouse, the body limit for polycount is 60,000-70,000 right? Does that exclude the the hands and feet? I also have the tail and innards included in the body. Do any of you know if those limits apply to the SSE version?I only know about that limit because I read a reply by ousnius/cell to someone who was trying to port a Daz mesh into Skyrim and was getting errors because that mesh was a single NiTriShape (something like an "object", I guess?), and it was over the limit for a single one of those, so you should look for the info or ask someone like ousnius. Anyway, since hands, feet and tail are supposed to be not only separate NiTriShapes but also separate nifs, so I guess you could get away with 60k on the (torso) body mesh, but still, I don't think it's necessary. BTW, I made a little mistake earlier, UUNP doesn't have 7k polys, those are vertexes. According to Nifskope, it has 13k triangles. Just thought you may want to know that. 13K for the UUNP body? The citrus female khajiit head comes with a polycount of 13,916. I said 7,604 on another post because I got ActivePoints and the polycount mixed up. Yeah, I know... Anyway, to the 13k from the torso mesh you have to add 9K for the hands and, surprisingly enough, another 13k just for the feet. Which leaves us with a total of 35k for the whole body, hands and feet included. Maybe the 60k total is not a bad idea, but I still think that would have to be for the whole body, not just for the torso. Though you can do whatever you think will look best as long as none of the separate NiTriShapes (those would be hands, feet, torso and tail) goes to 64k or more.
NightroModzz Posted November 7, 2016 Posted November 7, 2016 Curiouse, the body limit for polycount is 60,000-70,000 right? Does that exclude the the hands and feet? I also have the tail and innards included in the body. Do any of you know if those limits apply to the SSE version?I only know about that limit because I read a reply by ousnius/cell to someone who was trying to port a Daz mesh into Skyrim and was getting errors because that mesh was a single NiTriShape (something like an "object", I guess?), and it was over the limit for a single one of those, so you should look for the info or ask someone like ousnius. Anyway, since hands, feet and tail are supposed to be not only separate NiTriShapes but also separate nifs, so I guess you could get away with 60k on the (torso) body mesh, but still, I don't think it's necessary. BTW, I made a little mistake earlier, UUNP doesn't have 7k polys, those are vertexes. According to Nifskope, it has 13k triangles. Just thought you may want to know that. 13K for the UUNP body? The citrus female khajiit head comes with a polycount of 13,916. I said 7,604 on another post because I got ActivePoints and the polycount mixed up. Yeah, I know... Anyway, to the 13k from the torso mesh you have to add 9K for the hands and, surprisingly enough, another 13k just for the feet. Which leaves us with a total of 35k for the whole body, hands and feet included. Maybe the 60k total is not a bad idea, but I still think that would have to be for the whole body, not just for the torso. Though you can do whatever you think will look best as long as none of the separate NiTriShapes (those would be hands, feet, torso and tail) goes to 64k or more. Okay thanks. I'll try multiple polycount percentages to see how much detail I can preserve while making it as low as I can with that in mind.
NightroModzz Posted November 8, 2016 Posted November 8, 2016 Can't find anything on the net, but how do I actually make this CBBE and UNP compatible or does it not matter until I port it over to the Creation Kit or NifSkope? As for the head, I don't need to do anything besides rebuild the neck weights, make it obj, put it back with the other Citrus files, then run the BSA packer or run through NifSkope correct? I could probably upload the head first to Nexus and LoversLab since it would be faster. As for the SSE version, it does not support BSA files correct?
Blaze69 Posted November 8, 2016 Posted November 8, 2016 (edited) Can't find anything on the net, but how do I actually make this CBBE and UNP compatible or does it not matter until I port it over to the Creation Kit or NifSkope? As for the head, I don't need to do anything besides rebuild the neck weights, make it obj, put it back with the other Citrus files, then run the BSA packer or run through NifSkope correct? I could probably upload the head first to Nexus and LoversLab since it would be faster. As for the SSE version, it does not support BSA files correct? "Full" CBBE and UNP compatibility would require you to build your body meshes with the neck, wrist and ankle seams in the vanilla body standard placements, and we know that's impossible due to the digitigrade shape of your meshes and the new neck line. If you mean texture compatibility, you would have to build the UV's from your mesh using the body you wanted as a reference so that it could use the chosen body's textures. Still, you will probably need a different layout for feet and that extra anatomy you created, not to say your custom normal maps baked from the Hi-Poly meshes with detail like the muscle, the fur on the chest or the pads in hands/feet, so it's your choice. Maybe you can ease the process of texturing by making the torso UV match the CBBE or UNP one (choose the one that suits your mesh best) and then build the remaining hands/feet/whatever textures using one of the Khajiit textures for said body as a base. That would at least save you the work of building the torso textures, and you would only have to blend your new nornal msp with the existing one and do some minor edits to diffuse and specular. Hands and feet and stuff will still need to be made from scratch matching torso textures, but that's less work that building EVERYTHING from scratch. As for heads, yes, you have to export the modified head as .obj files for both the base head and for the "SkinnyMorph" morph (this last one with the neck that fits the _0 version of the body) and repack them into the .tri, but you also need to make the base head into a .nif, or else your edits to the morphs would be useless. I've never worked with heads as .objs, so you may have to look for info on how to make one of those into a .nif. Since your Khajiit head is tailored to your body, I would not recommend uploading it anywhere except maybe here to this thread so we can test it and make sure it works. Better to actually have the body that matches the head done as well. EDIT: Okay, here is an example of UNP's UV map (though this also applies to CBBE because while not identical, their overall UV placement is the same): I guess you could fit your torso mesh to use this same UV layout so that UNP textures (or CBBE if you choose that one) can be used as a base. Hands and feet can be on separate textures and UV's of their own, but since all the detailed entrails and anatomy you made have to be part of the torso .nif (even if they are separate NiTriShapes), I'd say you would have to place the textures for them in the areas I marked with red. As for converting the head into a .nif, since you said "after rebuilding the neck weights", I guess you already have the head in Blender or 3DS Max with weight painting and stuff, or does ZBrush have weight painting data and tools?. If it's the former, there are NifTools for both of them (though the ones for 3DS Max are better and more supported), so you can just export straight to .nif. If it's the latter, maybe someone with more knowledge on this can help you with the process of getting it as an Skyrim-compatible .nif (BadDog, maybe?). Edited November 8, 2016 by Blaze69
NightroModzz Posted November 8, 2016 Posted November 8, 2016 Just finished the teeth. Before: https://gyazo.com/6bbbeeec8ac48bbf04ef7c6eebe4d530 After: https://gyazo.com/da35265415787e1b2f1453a565b24965
Blaze69 Posted November 8, 2016 Posted November 8, 2016 Just finished the teeth. Before: https://gyazo.com/6bbbeeec8ac48bbf04ef7c6eebe4d530 After: https://gyazo.com/da35265415787e1b2f1453a565b24965 Looking really good, but I'm afraid such big changes in shape mean you would need to rebuild ALL of the morphs for the mouth (I know, morphs are a pita, but what can we do). Does it even have the same polycount as the original one?
NightroModzz Posted November 8, 2016 Posted November 8, 2016 Just finished the teeth. Before: https://gyazo.com/6bbbeeec8ac48bbf04ef7c6eebe4d530 After: https://gyazo.com/da35265415787e1b2f1453a565b24965 Looking really good, but I'm afraid such big changes in shape mean you would need to rebuild ALL of the morphs for the mouth (I know, morphs are a pita, but what can we do). Does it even have the same polycount as the original one? yes, exactly the same polycount. I only used the move brush which will morph the targeted areas. Based on the pictures, it may seem a different shape because of the distance, but I only changed the shape of the teeth.
Blaze69 Posted November 8, 2016 Posted November 8, 2016 (edited) Just finished the teeth. Before: https://gyazo.com/6bbbeeec8ac48bbf04ef7c6eebe4d530 After: https://gyazo.com/da35265415787e1b2f1453a565b24965 Looking really good, but I'm afraid such big changes in shape mean you would need to rebuild ALL of the morphs for the mouth (I know, morphs are a pita, but what can we do). Does it even have the same polycount as the original one? yes, exactly the same polycount. I only used the move brush which will morph the targeted areas. Ah, ok. I may have overreacted a little there. Then we are probably still fine. Some of the heads in Catlike Khajiit have some rather big changes in shape from the original Khajiit heads and they still work mostly fine with the default morphs, so I guess the same applies to the mouth. EDIT: yeah, I see it now, the mouth "cavity" is the same, the only difference is the teeth. Then it should be fine, though we won't know until the mesh is working ingame and we get to see the morphs in action. Edited November 8, 2016 by Blaze69
NightroModzz Posted November 8, 2016 Posted November 8, 2016 Just finished the teeth. Before: https://gyazo.com/6bbbeeec8ac48bbf04ef7c6eebe4d530 After: https://gyazo.com/da35265415787e1b2f1453a565b24965 Looking really good, but I'm afraid such big changes in shape mean you would need to rebuild ALL of the morphs for the mouth (I know, morphs are a pita, but what can we do). Does it even have the same polycount as the original one? yes, exactly the same polycount. I only used the move brush which will morph the targeted areas. Ah, ok. I may have overreacted a little there. Then we are probably still fine. Some of the heads in Catlike Khajiit have some rather big changes in shape from the original Khajiit heads and they still work mostly fine with the default morphs, so I guess the same applies to the mouth. The head replacer kept the same width around the mouth and only thinned out the chin. As for the jaw, I only reshaped the teeth.
NightroModzz Posted November 8, 2016 Posted November 8, 2016 Can't find anything on the net, but how do I actually make this CBBE and UNP compatible or does it not matter until I port it over to the Creation Kit or NifSkope? As for the head, I don't need to do anything besides rebuild the neck weights, make it obj, put it back with the other Citrus files, then run the BSA packer or run through NifSkope correct? As for converting the head into a .nif, since you said "after rebuilding the neck weights", I guess you already have the head in Blender or 3DS Max with weight painting and stuff, or does ZBrush have weight painting data and tools?. If it's the former, there are NifTools for both of them (though the ones for 3DS Max are better and more supported), so you can just export straight to .nif. If it's the latter, maybe someone with more knowledge on this can help you with the process of getting it as an Skyrim-compatible .nif (BadDog, maybe?). Zbrush does not have weight painting that I know of. No, they are still in Zbrush. I've already tried installing a NifSkope add-on to 3DS Max, but is currently incompatible with 3DS Max 2017. http://www.nexusmods.com/skyrim/mods/5622/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D5622%26preview%3D&pUp=1
Blaze69 Posted November 8, 2016 Posted November 8, 2016 (edited) Zbrush does not have weight painting that I know of. No, they are still in Zbrush. I've already tried installing a NifSkope add-on to 3DS Max, but is currently incompatible with 3DS Max 2017. http://www.nexusmods.com/skyrim/mods/5622/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D5622%26preview%3D&pUp=1 Don't you have access to 3DS Max 2015? That's the one I have and I have installed a Nif plugin that works in this version. Anyway, I think I saw an updated NifTools version for Max 2017 somewhere in Nexus. Let me see if I can find it. EDIT: yep, here you go: Nif Export-Import plugin for 3Ds Max 2017 Edited November 8, 2016 by Blaze69
NightroModzz Posted November 8, 2016 Posted November 8, 2016 Zbrush does not have weight painting that I know of. No, they are still in Zbrush. I've already tried installing a NifSkope add-on to 3DS Max, but is currently incompatible with 3DS Max 2017. http://www.nexusmods.com/skyrim/mods/5622/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D5622%26preview%3D&pUp=1 Don't you have access to 3DS Max 2015? That's the one I have and I have installed a Nif plugin that works in this version. Anyway, I think I saw an updated NifTools version for Max 2017 somewhere in Nexus. Let me see if I can find it. EDIT: yep, here you go: Nif Export-Import plugin for 3Ds Max 2017 Thank you very much!
NightroModzz Posted November 8, 2016 Posted November 8, 2016 Since the mouth is done, how would I go about putting all these .OBJ files back into mouthkhajiitfemale.tri? Then I would assume that I have to replace the current mouthkhajiitfemale.nif? https://gyazo.com/da9a682425ba465b44015f4e9057b1fc I hope I don't have to do anything else since all I did was move the teeth poly and convert it back to .obj. Do I have to rebuild weights for this too? So, nifskope and the Creation Kit only opens .nif files, and other files can't open .tri files. The tri files have to be divided into multiple .obj files in order to be imported to another application one at a time. I need to convert all the obj files back into a single .tri file. Then I need to create a new mouthkhajiitfemale.nif out of both the mouthkhajiitfemale.tri and the mouthkhajiitfemalechargen.tri but as a separate file, then pack all three into a single BSA. All three files are needed but not all three can be uploaded to the creation kit to make the BSA correct? This is very confusing. Of course I don't mind uploading the files here. It's just to test and I am going to have to put the head and mouth into a single BSA but maybe not the body.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now