Bad Dog Posted October 30, 2018 Author Posted October 30, 2018 Been spending quality time with face tints. None of my tools really work to make the UV layout match the 3D model vert positions. They just reduce the angles in the UV faces, which can create zig-zags. I'm finding it hard to get the model so that what's flat on the UV is flat on the side of the face (for example). I can unwrap from scratch, and that seems to do it, but then I have to fit the new UV to the old texture which is hell on wheels. All the warpaints are getting a second look to make sure they fit beast heads. Having fun painting in blender. Looking at the Lykaios tints, I think maybe a lot of my problem is that KK was going very much for wolf textures and I want to extend them to dog face patterns. Wolf textures mostly run lengthwise along the muzzle, for example, where as dogs have boxer and beagle patterns that run around the muzzle. Some of the Nords in the new version are going to be more dog-like than wolf-like. (KK did have a flop-eared dog morph, so clearly she was thinking along these lines too.) Spent a little time looking at jackals and they don't inspire me much. But I'm doing the black-backed jackal thing for the Imperials and I'll give them muzzle variety. I'm thinking to give them brush tails instead of that thing they have now. Same for the hyenas--I'm taking the muzzle color off the base texture and I'll make a range of muzzle tints from just around the nose through a full face mask. With colors from black to dark brown to red brown, that should give them some variety. Foxes get the brush tail. Their face tints will be pretty limited--mostly how much white they get. Tigers, snow leopards, and cheetahs just have too much face patterning to get much mileage out of face tints. But I'm going to see if I can desaturate the base tiger texture so white tigers are possible. Panthers are looking good. They have panther spots on their back. On black panthers they only show up in the right light. Some NPCs will have a very dark brown shade and the spots are more visible there. All the NPCs will be very dark or black, but you'll be able to make a lighter leopard if you want. I didn't extend the spots to the face. I think they look pretty good, and should solve the black-hole problem panthers have now. Still planning for the base mod to have planti feet and work with boots. Digi feet will be an add-on and make vanilla boots invisible. (Patches to other mods that have boots might have to make the boots invisible to handle either. Rats.) Greaves will be an add-on, if I get to them at all. 4
Blaze69 Posted October 30, 2018 Posted October 30, 2018 4 hours ago, Bad Dog said: Been spending quality time with face tints. None of my tools really work to make the UV layout match the 3D model vert positions. They just reduce the angles in the UV faces, which can create zig-zags. I'm finding it hard to get the model so that what's flat on the UV is flat on the side of the face (for example). I can unwrap from scratch, and that seems to do it, but then I have to fit the new UV to the old texture which is hell on wheels. You've probably thought of this already, but doesn't texture projection take care of that? Having to go through all the existing textures and tints for the head in question to get them projected and saved in the new UV is a pain, that's for sure, but if the base shape is close enough (or even the exact same, as I assume it is since you are only editing UVs), it has never given me particulary bad results. Or am I missing something? 4 hours ago, Bad Dog said: Spent a little time looking at jackals and they don't inspire me much. But I'm doing the black-backed jackal thing for the Imperials and I'll give them muzzle variety. I'm thinking to give them brush tails instead of that thing they have now. So we'll finally have black-backed jackals? Neat. 4 hours ago, Bad Dog said: Panthers are looking good. They have panther spots on their back. On black panthers they only show up in the right light. Some NPCs will have a very dark brown shade and the spots are more visible there. All the NPCs will be very dark or black, but you'll be able to make a lighter leopard if you want. I didn't extend the spots to the face. I think they look pretty good, and should solve the black-hole problem panthers have now. Also good to hear, panthers did need some improvement too. And the bit about making "lighter leopards" sounds great (one more species covered, I guess? I know panthers were technically leopards and/or jaguars already, but I count them as a separate species anyway). 4 hours ago, Bad Dog said: Still planning for the base mod to have planti feet and work with boots. Digi feet will be an add-on and make vanilla boots invisible. (Patches to other mods that have boots might have to make the boots invisible to handle either. Rats.) Greaves will be an add-on, if I get to them at all. Mods shouldn't really need patches for the planti (base) version of the mod, except for maybe those items that include (human) feet meshes and have texture bugs with YA's paw textures (and I'm not sure if that would be worth it except for very large and important mods). The digi version will need them, though, but there really ain't much to be done about it.
Bad Dog Posted October 30, 2018 Author Posted October 30, 2018 28 minutes ago, Blaze69 said: You've probably thought of this already, but doesn't texture projection take care of that? Yes, that does work. The thing is when you look at the texture file, it's all jaggy (and then the mesh un-jags it). Fine as long as you don't do anything with it but as soon as you want to manipulate it--like, by adding a warpaint, or cleaning up a section of fur--the result's a mess. And especially for the paint, if the different heads have slightly different UVs then you need a bunch of unique paint files. Some mods do have special armor--Kaiden and Helgen for two. Not gonna worry about that now. Maybe I'll make them special digi boots, hah.
S14787 Posted October 31, 2018 Posted October 31, 2018 Always have been a big fan of Bad Dog, Blaze and KK's work so im glad to say the *Hype Intensifies* for YA 5.0 and all your projects keep up the good work cheers
KestrelSky Posted October 31, 2018 Posted October 31, 2018 23 hours ago, Bad Dog said: Some of the Nords in the new version are going to be more dog-like than wolf-like. (KK did have a flop-eared dog morph, so clearly she was thinking along these lines too.) How difficult would it be to keep most Nords wolfy looking? Doable as a separate texture pack or something of that nature? I discovered looking at the latest screenshots that my personal preference is for the wolf patterning.
Blaze69 Posted October 31, 2018 Posted October 31, 2018 1 hour ago, KestrelSky said: How difficult would it be to keep most Nords wolfy looking? Doable as a separate texture pack or something of that nature? I discovered looking at the latest screenshots that my personal preference is for the wolf patterning. If the dog-ness comes from face tints and head shape, it should be possible to re-export FaceGen for the NPCs in question with more wolf-like looks and make drag-and-drop patch with the FaceGen files only (don't need any plugin edits as long as you don't change head parts). But you would have to go through each and every single dog-looking Nord, manually edit their appearance to be more wolf-like, and then export their FaceGen, so that may take a while because there's like a bazillion Nords in the game.
Blaze69 Posted October 31, 2018 Posted October 31, 2018 Anyway, changing subjects, it's been a while since I last posted pics of any of my characters, and I've been wanting to showcase Kritta's new vampire morphs for the Lykaios heads, so I thought this was as good a time as any . Thus I give you Kara the Vampire: Aand here she is on her "sexy death hound" costume*. Woof. Spoiler *-> I thought it would have been cool to have her as an actual death hound (so a demonic undead wolf/Lykaios, I guess), but the only death hound-ish thing I could find was the collar, and hence the "costume" thing. Still, wouldn't mind having an actual playable death hound race. Sexy anthro death hounds, anyone? 8
IGotBored Posted October 31, 2018 Posted October 31, 2018 3 hours ago, Blaze69 said: Sexy anthro death hounds, anyone Would actually love this
Bad Dog Posted November 1, 2018 Author Posted November 1, 2018 I do not know how I got the male Lykaios heads so screwed up, but I just tried a thing on the females and it was easy easy easy. This: Load the low-poly head Dup and remove whiskers and neck ruff. Use a subsurf modifier to create a smooth mesh Load up all the tris into the low-poly head Subdivide, no smoothing. Now you have twice the verts but the new are all in line with the old, so it's just as blocky. But the seams haven't opened up. Shrinkwrap the subdivided head around the subsurf head, excluding whiskers and ruff. Now you have a smooth double-poly head. Apply the shrinkwrap as a shapekey. Use "Blend from Shape" to apply the shrinkwrap shapekey to the base shape. For whatever reason, the smoothed head is now a base for all the morphs, which didn't seem to work before. The morphs all stack beautifully.
S14787 Posted November 1, 2018 Posted November 1, 2018 Eyy that Kara is awesome! can't wait for this stuff @Blaze69
ShadowKitty42 Posted November 1, 2018 Posted November 1, 2018 I do not understand modding at all when it comes to models/textures. I've been trying to get v4.2 of this mod to work on Skyrim SE for about a week now. I finally managed to get it stable to a point where it doesn't crash when I go to whiterun. Everything that I did to convert it made sense, except for the very last thing which I just tried on a whim. I got the mod to a point where I could get to whiterun without it crashing, but they all had the dark face bug. So I thought, that's fine, I'll go generate facegen. I did all of that, using Creation Kit for SE, and then I get CTD everytime I go to whiterun. What I tried on a whim that somehow fixed it, is I put in all the original, unmodified facegen data that was in the download. I have no idea why that facegen data could have been any different than what I generated myself.
Bad Dog Posted November 1, 2018 Author Posted November 1, 2018 Nifs and tints both? If the tints only, they're just texture files so sure. But LE nifs don't work with SE. You didn't run them through the converter?
ShadowKitty42 Posted November 1, 2018 Posted November 1, 2018 Yeah, I put both of those in there. I considered converting them, and that would have been the next thing I tried. But I just tried without converting, and it worked.
Blaze69 Posted November 1, 2018 Posted November 1, 2018 15 minutes ago, ShadowKitty42 said: [...] When converting the normal meshes (not the FaceGen ones), did you make sure to convert the head parts separate from all of the other nifs? Head Parts need to go through a slightly different process when converting them to SE, and that's why they need to be separated from other non-head-part nifs and converted using the specific "Head Parts" checkbox in the SSE Nif Converter. Maybe you forgot to separate some of the head parts nif and got the wrong conversion, and that's why generating FaceGen in the SE CK using the borked head parts causes crashes (i.e. one or more of the NPCs in Whiterun uses any of the borked head parts and thus their FaceGen is corrupt).
ShadowKitty42 Posted November 1, 2018 Posted November 1, 2018 I did separate out the head part meshes and converted them correctly. I just went back in to double check, and make sure I didn't mix any up into the wrong folder. (I still have the folders where I separated them) I don't understand models and textures on skyrim, but I did a lot of research on how to convert from LE to SE. I just have no clue why that last thing worked like it did.
Bad Dog Posted November 1, 2018 Author Posted November 1, 2018 Hmm. Maybe I'll reorganize the folders for V5 so head parts are in their own folders. I assume that's heads, hair, beards, scars? Tri files don't need conversion, right?
Blaze69 Posted November 1, 2018 Posted November 1, 2018 1 minute ago, Bad Dog said: Hmm. Maybe I'll reorganize the folders for V5 so head parts are in their own folders. I assume that's heads, hair, beards, scars? Anything that is listed as a Head Part in the plugin data (and thus may end up in a FaceGen nif). Which in this case should be just that: heads, eyes, mouths, hairs, beards, scars... 1 minute ago, Bad Dog said: Tri files don't need conversion, right? Nope, they should work on SSE right away, without conversion.
TiSona124 Posted November 2, 2018 Posted November 2, 2018 Just wanna start off by saying i love this mod through and through, however ever since i installed it I've been crashing... and its only when i have the mod installed (i use the NMM to install YA and patches), the crashes normally happen in cities, and during specific quest lines. specificly in whiterun, windhelm, the companions quest "Proving Honor" whenever you return to jorrvaskr, and the first stormcloak quest after you return from killing the ice wraith, i havnt done to many other quests in fear of crashing... honestly i dont know if its my mod load order or if i just have conflicting mods but if anyone can help me figure out if im just retarded or just need to fix/move something so i can enjoy this mod i would be very very thankful! i do use JK's skyrim, and a few armor mods such as cere's nightengale, and bikini armor's, and coverkhajiit head replacers this is my load order below, Spoiler
Kuroyami Posted November 2, 2018 Posted November 2, 2018 28 minutes ago, TiSona124 said: Just wanna start off by saying i love this mod through and through, however ever since i installed it I've been crashing... and its only when i have the mod installed (i use the NMM to install YA and patches), the crashes normally happen in cities, and during specific quest lines. specificly in whiterun, windhelm, the companions quest "Proving Honor" whenever you return to jorrvaskr, and the first stormcloak quest after you return from killing the ice wraith, i havnt done to many other quests in fear of crashing... honestly i dont know if its my mod load order or if i just have conflicting mods but if anyone can help me figure out if im just retarded or just need to fix/move something so i can enjoy this mod i would be very very thankful! i do use JK's skyrim, and a few armor mods such as cere's nightengale, and bikini armor's, and coverkhajiit head replacers this is my load order below, Reveal hidden contents -The DLC files, Dawnguard.esm, Hearthfires.esm and Dragonborn.esm, should be listed in that order. Then USLEEP right after them. Have you run LOOT on this list? -Realistic Ragdolls and Force - Most likely, it is NOT a good thing to have all of those versions installed at once. Also, it seems XPMSE includes RRaF anyway, so... -Default SOS addons - These are not really needed with Yiffy Age, and best to either not install, uncheck the plugins in your plugin list, or set to probability 0% in their SOS submenu's if you have already started a game. -I'm not entirely sure, but I've heard that, The Dance of Death is a problematic mod at this point - VioLens is a similar option for customizing killcams.
ShadowKitty42 Posted November 2, 2018 Posted November 2, 2018 I have all of the suggested revealing armor mods in, but none of them have changed the female archmage robes. Anybody know of a mod with a more furry-friendly version of that? I'm still sorta early game, so until I can enchant my own stuff, that's my best mage gear. It looks really weird with me having significantly more clothes on than everyone else lol
Blaze69 Posted November 2, 2018 Posted November 2, 2018 2 hours ago, ShadowKitty42 said: I have all of the suggested revealing armor mods in, but none of them have changed the female archmage robes. Anybody know of a mod with a more furry-friendly version of that? I'm still sorta early game, so until I can enchant my own stuff, that's my best mage gear. It looks really weird with me having significantly more clothes on than everyone else lol Check out Minidresses Collection and Remodeled Armor, their versions of the archmage robes should at least show more skin fur than vanilla-based replacers. I think GomaPero also had a skimpy archmage robe replacer in his mage robe pack that could fit what you are looking for, but you would have to check his tumblr for that. 1
IGotBored Posted November 2, 2018 Posted November 2, 2018 I got a request for anyone that knows how to do textures. Would anyone be willing to do a patch for chasertech's female dragonic argonian? because of the new feet
Voldearag Posted November 3, 2018 Posted November 3, 2018 ^ Before committing to that Argonian retexture, how do you feel about this new one? https://www.nexusmods.com/skyrim/mods/93970? Covering both males and females gave it a good boost for me. Edit: Wait I forgot how life worked, ignore me, this doesn't have a UNP version yet. The author said in the comments they'd be happy to try making one though.
IGotBored Posted November 3, 2018 Posted November 3, 2018 27 minutes ago, Voldearag said: ^ Before committing to that Argonian retexture, how do you feel about this new one? https://www.nexusmods.com/skyrim/mods/93970? Covering both males and females gave it a good boost for me. Edit: Wait I forgot how life worked, ignore me, this doesn't have a UNP version yet. The author said in the comments they'd be happy to try making one though. Yeah saw it when it came out. It looks really nice then found out that it wasn't compatible with unp and was sad.
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