Bad Dog Posted January 7, 2017 Author Posted January 7, 2017 Snow leopards! I think I pissed Althador off.
Nuuhkia Posted January 7, 2017 Posted January 7, 2017 When do you think would be a good time to start a new game with this mod? And I'm about to test out the gold Dibella mesh, since I had ctd issues caused by the old one, though at a much lower frequency than the Mara shrine one.
Blaze69 Posted January 7, 2017 Posted January 7, 2017 Snow leopards! Gelebor.jpgAlthadar.jpg I think I pissed Althador off. Looking pretty good! Can't wait to see them implemented as playable ingame, and the female version as well. BTW, that Ancient Falmer armor looks great. I don't remember it being in any of the SOS armor replacers, did you create it?
Nuuhkia Posted January 7, 2017 Posted January 7, 2017 Not getting any ctds after trying Blaze69's dibellagold mesh, so it seems to be fixed.
Blaze69 Posted January 7, 2017 Posted January 7, 2017 When do you think would be a good time to start a new game with this mod? Well, as far as I know, the next update is going to add the Snow Leopards as replacements for the Snow Elves and also replace Breton with Kygarra instead of Vukasin (among other stuff). If you tried updating in the middle of a playthrough, there would probably be some issues. I'd say you should wait for the next update to be out before you start anything serious. BadDog would be the one to give an ETA on the update, though. Also, if you would like to play as a Snow Leopard, I will make them playable with full vampire and werewolf support and such with the help of RaceCompatibility. AFAIK BD plans to integrate that plugin into the main mod once I'm done with it, but as I posted in the Sharkmer thread, I'm going to be busy with RL stuff for around two weeks starting from Monday, so it may take me a while to do so. Not getting any ctds after trying Blaze69's dibellagold mesh, so it seems to be fixed. Oh, good to know, then.
Bad Dog Posted January 7, 2017 Author Posted January 7, 2017 It never occurred to me that statics would be so hard to get right, or so prone to causing crashes. I'll do all the vetting I can on those from here on out. I have Nocturnal and Meridia on the way. As Blaze said, next is Kygarra and Snow Leopards. The Leopards will be fine as soon as I'm done--just not playable. We can keep the playable version for an addon whenever Blaze gets to it and not have it be gating. I don't have as much free time as I did for a while (on the other hand, I have a job so there's that) so it won't go so fast but I don't think it's too big a task... so maybe two weeks to get the Kygarra in. I started on female snow leopards and that's going really fast. I used my texture-copying technique to copy the texture from the male body to the female body, which looked fine on everything but the front and back torso (where females are all curvy, and there are no seams). Then I used photoshop to get the front and back right and it's looking good. This texture-copying thing is fabulous--I actually modified the female mesh slightly to match the male mesh more closely, and it still worked because it wasn't touching the UV map. Very cool. By the way, Blaze, the snow elf feet are using a generic cat feetboot with no texture set, as you suggested, and they work fine. I think I can get the females done this weekend and I'll probably do that, just to get them off my plate, even if Blaze cant get to a playable race for a bit. So I'd wait (I am waiting) until the Kygarra are in before starting a new playthrough, if you care about hyenas. I'm planning to do a ground-up rebuild of my Skyrim modlist using this guy's recommendations.
Blaze69 Posted January 7, 2017 Posted January 7, 2017 It never occurred to me that statics would be so hard to get right, or so prone to causing crashes. I'll do all the vetting I can on those from here on out. I have Nocturnal and Meridia on the way. Yeah, I hear you on that. Somewhat off-topic, but it took me a ton of crashes and plenty of tinkering with Blender and NifSkope to get this static working in game. Did you know you need to set up a specific nif flag or else game won't recognize collisions, no matter how many times and in how many different ways you regenerate collision data? I didn't . Lol. But anyway, I managed to get this bad boy ingame . Beware not lore-friendly: As Blaze said, next is Kygarra and Snow Leopards. The Leopards will be fine as soon as I'm done--just not playable. We can keep the playable version for an addon whenever Blaze gets to it and not have it be gating. I don't have as much free time as I did for a while (on the other hand, I have a job so there's that) so it won't go so fast but I don't think it's too big a task... so maybe two weeks to get the Kygarra in. I started on female snow leopards and that's going really fast. I used my texture-copying technique to copy the texture from the male body to the female body, which looked fine on everything but the front and back torso (where females are all curvy, and there are no seams). Then I used photoshop to get the front and back right and it's looking good. This texture-copying thing is fabulous--I actually modified the female mesh slightly to match the male mesh more closely, and it still worked because it wasn't touching the UV map. Very cool. That texture creating process sounds way easier that just creating everything from scratch, and you also have a method to get seamless textures. Neat! As I said, can't wait to see the female version. I'll probably start a new playthrough with a Snow Leopard once I set them up as playable with all the required stuff. Also that playable plugin will be up as soon as I get some free time. Since your ETA is around two weeks, this may turn out to be a case of perfect timing, lol. I just hope I can be back to normal in two weeks as I expect to, I wouldn't want to miss on the update, lol. By the way, Blaze, the snow elf feet are using a generic cat feetboot with no texture set, as you suggested, and they work fine. I think I can get the females done this weekend and I'll probably do that, just to get them off my plate, even if Blaze cant get to a playable race for a bit. So I'd wait (I am waiting) until the Kygarra are in before starting a new playthrough, if you care about hyenas. I'm planning to do a ground-up rebuild of my Skyrim modlist using this guy's recommendations. Good to hear footgear is all set up. Better to fix it now than have to wait for a patch after the update.
boo Posted January 7, 2017 Posted January 7, 2017 Snow leopards! Gelebor.jpgAlthadar.jpg I think I pissed Althador off. Does this use the base khajjit texture at all? Because like I said, I have something i think is pretty good I should probably share... You want the PSDs? Alternatively, if you send me your working files, I could do something.
Bad Dog Posted January 8, 2017 Author Posted January 8, 2017 No, this is all custom stuff. I'm reusing the tiger schlong because it's white, but everything else is new.
boo Posted January 8, 2017 Posted January 8, 2017 No, this is all custom stuff. I'm reusing the tiger schlong because it's white, but everything else is new. Ah, okay. Looks good!
Bad Dog Posted January 8, 2017 Author Posted January 8, 2017 Oh, and yes, the ivory armor is new. No point having snow leopards if you can't enjoy them. I'll include it with the skimpy armor mod eventually, but right now it's beast-only. I put a tail guard on it to prevent the loss of an important part of a furry's anatomy during a sword fight. ...which raises a pet peeve, that none of the vanilla armors are really designed to work with tails. They just poke out through the butt plate like it's not there. One might think that if one was doing a whole furry skyrim mod, one ought to revise all the armors and clothes to have a proper tail opening. ...somebody stop me.
Nuuhkia Posted January 8, 2017 Posted January 8, 2017 I never really noticed the tail through the armor thing. Even if there was an opening for the tail, wouldn't it be kinda hard to notice it anyway with a tail covering it?
OOT Posted January 8, 2017 Posted January 8, 2017 What was the bug? Imma redo Dibella eventually. I'm not sure what the bug was, but I can confirm the mesh had some issues. It would show up fine ingame, but if you picked up the misc statue object, the game would CTD when trying to load the inventory mesh. I have yet to test this fixed mesh ingame, but from what I see in NifSkope, the BSX flags are set back to 130 instead of the 194 they had in your file (AFAIK the correct flag for statics is 130) an the collision box is back to the vanilla one instead of the one in your file (which seems to be distorted). There may be other stuff, but I'll get back once I've tried it ingame. Disregard this, those settings are for non-moveable statics. EDIT: I just tested it, and, well... The inventory mesh loads properly and without crashes, but now the small moveable gold statue uses the same mesh as the actual stone static statue, which means it doesn't have collision/physics, it can't be moved and it's huge. Better look into fixing the current gold statue mesh, because this approach doesn't work. EDIT 2: Okay, I think I managed to fix BadDog's golden Dibella statue. Now it works fine ingame and in the inventory, reacts properly to physics and movement, and doesn't cause any CTDs. I'm not 100% sure what fixed it, but I ran it through all of NifSkope's "cleaning" tools available in the "Batch->Sanitize" menu. The one I'd say fixed it was the "Fix invalid block names" option, because it only works when there is some serious error on block names (like a corrupted string or two blocks with the same name), and in this case it did start up and changed something. Here's the file: statuedibellagold01.nif Thanks for the fix.
NightroModzz Posted January 8, 2017 Posted January 8, 2017 My new female khajiit model is now available as v2.0. It's very high poly so expect 4 million for just the body and 5 million for the version with the claws merged down. The legs, hands, feet, and crotch are much improved. The claws are made in a way that they can be animated to be retractable for both hands and feet. Nexus LoversLab
Blaze69 Posted January 8, 2017 Posted January 8, 2017 (edited) My new female khajiit model is now available as 2.0. It's very high poly so expect 4 million for just the body and 5 million for the version with the claws merged down. The legs, hands, feet, and crotch are much improved. The claws are made in a way that they can be animated to be retractable for both hands and feet. Looking pretty good! Though your model almost manages to crash Blender when I loaded it and selected "Edit Mode". Then I thought there was some kind of visual bug because the polys didn't show up, but after zooming in, I saw there were so many they were hard to tell apart unless you looked very closely, lol. Hi-Poly indeed. BTW, I think you forgot to pack the modified head .obj file. The mouth is there, but the head folder only contains the default CITRUS files without your modified femaleheadkhajiit.obj. Edited January 8, 2017 by Blaze69
NightroModzz Posted January 8, 2017 Posted January 8, 2017 My new female khajiit model is now available as 2.0. It's very high poly so expect 4 million for just the body and 5 million for the version with the claws merged down. The legs, hands, feet, and crotch are much improved. The claws are made in a way that they can be animated to be retractable for both hands and feet. Looking pretty good! Though your model almost manages to crash Blender when I loaded it and selected "Edit Mode". Then I thought there was some kind of visual bug because the polys didn't show up, but after zooming in, I saw there were so many they were hard to tell apart unless you looked very closely, lol. Hi-Poly indeed. BTW, I think you forgot to pack the modified head .obj file. The mouth is there, but the head folder only contains the default CITRUS files without your modified femaleheadkhajiit.obj. Dear god your right! I think it's missing from my optional 'head and moth only" too! Da Fuck! Nobody mentioned it before. As for Blender, I'm not sure how the program handles high poly meshes or if it's peoples computers. I think Zbrush, the one that I use is more of a company standard. I think they use it for movie characters too. I went to 25 million one time by accident and it didn't crash. UPDATE: All fixed.
Bad Dog Posted January 8, 2017 Author Posted January 8, 2017 Huh. ZBrush is kinda sorta affordable, right? Might give it a try. Edit: Urk. Or not.
Blaze69 Posted January 8, 2017 Posted January 8, 2017 Huh. ZBrush is kinda sorta affordable, right? Might give it a try. Edit: Urk. Or not. This got me curious, and I took a look at the price tag. Soo... 800$. And that's just the first number there, the actual price is probably even higher. Yeah, nope. On the other hand, IIRC you can get Sculptris for free. It was created by the same company, and is a sculpting program as well. While it's true that saying it's "very limited when compared to ZBrush" would be a massive understatement, it may be of actual use in the right hands. Just thought I would mention it for what it may be worth, since it's, well, free.
Bad Dog Posted January 9, 2017 Author Posted January 9, 2017 Lady snow leopards! One or two glitchy things to fix up and they're good to go. I remembered my Unique Tiger mod, and what I'll do is release these as a Unique Snow Leopard mod. That lets you play as a snow leopard but with the khajiit race, so everything else about the game stays the same. And the unique appearance is only on the PC--it doesn't turn all khajiit into leopards. In that mod I found a female clawed hand mesh I'd made and forgotten. I'll pull it out and make sure that all the YA females have claws. Imma have to fidget it a bit though--I in theory made the UV mesh compatible with vanilla but in fact it's off by a few pixels--enough to bug me, anyway. So I fix that and some details in the diffuse and it's done.
NightroModzz Posted January 9, 2017 Posted January 9, 2017 Hmm... It its pretty expencive but kinda cheap when compared to Autodesk products when it comes to company standard software. Not to mention that Autodesk software requires an annual payment. It's not very clear but I think it's a one time purchase kind of thing and you get access to any future updates for free. That or 1 free future update. I think I'm gonna wait until I finish some stuff before I upgrade from 4R7 to 4R8 though. It's very powerful software but I'm not sure if you make much use of it without a pretty decent machine. I think it uses CPU power over GPU power. I think a Quad core CPU clocked at 3.0 and up would be good. Anyways, found the requirements. I have a 5820K 6-core CPU clocked 3.3 base to 3.6 turbo on water overclocked to 4.5ghz. I could go 4.8 at it's highest but don't want too much stress on it. Most of the best stuff I see is made with Zbrush. This guy uses both Zbush and Substance Live like me. With my experience it may be too early to say this, but it is my favorite software so far. I'm getting really attached to it. BTW Bad Dog, nice textures. Can bBlender handel it or do you need me to cut off the hands and feet from my model. I'm not sure the precise location, but I can cut high if you want to make you own cuts if Blender is too slow for the full model. EDIT: just noticed. Did you change the finger nails from what I see in your latest pictures? Or did you have that since your Tiger skin? I think they just announce ZbrushCore which I think is a basic version of Zbrush for $150. For Indi Game developers was listed as one of the targets and it has a 20 million poly-count limit. It also pretty much has the main brushes I use which are the Standard, Move, Smooth, Hpolish, and Inflat brushes accept for the Dam_Standard brush. The way the files are set up in Zbrush, there really isn't anything stopping me from just giving you some missing brushes because I assume it's set up the same. Unless it has a brush count limit. Plus you can use the Fur Alphas if you decide to get the cheaper ZbrushCore. Although I'm not sure if it has Decimation Master or Uv Master. Blaze, I haven't really looked into Sculptris, but it looks interesting and will look more into it. But seems that people who use it on YouTube tend to transfer and make things between both Zbush and Sculptris. Seems like a very good alternative while keeping many important features from Zbrush. UPDATE: Just found out something very interesting. The CPU and RAM requirements for Sculptris is very low and is mainly GPU driven (Nvidia or AMD). Better GPU = better performance while Zbrush has no GPU requirments and is CPU and RAM driven. Okay, I'm just gonna have to use it myself simply because of the fact that it has a feature that maintains an even poly-count upon sculpting and I don't think you need to re-mesh at all. Then I can import to Zbrush after. It wouldn't be good for something like modifying Skyrim heads for example since you can't change the poly-count.
boo Posted January 9, 2017 Posted January 9, 2017 Lady snow leopards! Leopard Female 1.jpg Leopard Female 2.jpg Leopard Female 3.jpg One or two glitchy things to fix up and they're good to go. I remembered my Unique Tiger mod, and what I'll do is release these as a Unique Snow Leopard mod. That lets you play as a snow leopard but with the khajiit race, so everything else about the game stays the same. And the unique appearance is only on the PC--it doesn't turn all khajiit into leopards. In that mod I found a female clawed hand mesh I'd made and forgotten. I'll pull it out and make sure that all the YA females have claws. Imma have to fidget it a bit though--I in theory made the UV mesh compatible with vanilla but in fact it's off by a few pixels--enough to bug me, anyway. So I fix that and some details in the diffuse and it's done. Please align UVs to better claws and gauntlets if you don't mind me asking! Also nightro, are you going to do a plantigrade version of the updated feet?
Blaze69 Posted January 9, 2017 Posted January 9, 2017 Please align UVs to better claws and gauntlets if you don't mind me asking! Well, AFAIK Better Claws and Gauntlets uses the vanilla UV as a base, so by making the hands (and thus the textures) vanilla-compatible, they will be compatible with BCG as well. The claws use the vanilla khajiit textures (aka the painted claws/nails there) as a reference for placement, so it may require some tweaking to get 100% right, though.
NightroModzz Posted January 9, 2017 Posted January 9, 2017 Yeah Bad Dog, the free Sculptris software that Blaze mentioned, I highly recommend it if you have a decent Nvidia or AMD GPU in you laptop. Then you can try the Cheaper ZbrushCore for $150 which is CPU and RAM based if you want. You can probably get away with a lot with the 2 rather than just getting the full version of Zbrush which is one time purchase meaning free future versions. I'm going to start using Sculptris too, maybe after a few more projects.
boo Posted January 9, 2017 Posted January 9, 2017 Please align UVs to better claws and gauntlets if you don't mind me asking! Well, AFAIK Better Claws and Gauntlets uses the vanilla UV as a base, so by making the hands (and thus the textures) vanilla-compatible, they will be compatible with BCG as well. The claws use the vanilla khajiit textures (aka the painted claws/nails there) as a reference for placement, so it may require some tweaking to get 100% right, though. Well, it does. But it specifically uses the non-beast UVs since the argonian textures were aligned to that. This creates a slight seam with the khajiit diffuse texture (while simultaneously correcting a previously existing seam in the beast normal maps), but that is much easier to fix (having already done so myself). Bethesda did a piss-poor job with consistency and it attempts to correct that by using the "most" consistent UV sets. TLDR, it corrects seams in the normal maps for beasts (and the argonian diff) while introducing a small seam in the khajiit diff (again, super easy to correct. I should probably go ahead and just post my seamless vanilla textures). I may know a little bit about this.
Bad Dog Posted January 9, 2017 Author Posted January 9, 2017 @nitro, I did male and female hands with real claws when I did the tigers. That's what these are. I'm not sure whats in YA right now, but I'll get these in. I'm not ignoring your high-detail work but I'm expecting it to be a bear to come up to speed on. I'm clearing basic YA off my plate first. I'll look at BCAG for the UV. I'll also look at sculptris but I don't do a lot of real sculpting-mostly just small variants of other's work.
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