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Posted

Why are OBJs better?

 

But no worries about working with them, I've done that and the process works fine.

 

I've still got this and that in the queue ahead of sabrecats. Do we really want to scramble the races? Huh. 

 

 

Posted

Why are OBJs better?

 

But no worries about working with them, I've done that and the process works fine.

 

I've still got this and that in the queue ahead of sabrecats. Do we really want to scramble the races? Huh. 

I think he just means that OBJs are the most supported with applications (easy to import) and most widely used. If you go to sites like TurboSquide and CGtradar, 3D models will almost always have an OBJ option to download and is pretty much considered standard. Unless he wishes to correct me on what he meant.

 

Don't know what you mean by "scramble the races?" Too many races? To fix this, it would be awesome if you created something like "Moonlight Tales Werewolf Essentials" So you can just replace the Khajiit heads and textures in a mod menu or Racemenu to keep it one race and have great customizability. You could also swap teeth options whenever instead of being limited to choosing one like I plan to do. Maybe it would even be possible to toggle between default, planti, and digitigrade skeletons. Sounds like a lot of work, but that sounds like a real Complete Khajiit mod!

 

Besides the skeleton, technically most of the work is already done. Just get permission, change a few things, and replace the werewolf stuff with Khajiit stuff.

Posted

Nah, just getting cold feet about switching up the races so all the humans are canines and all the mer are felines. Before we can do it we still need a High Elf species. The scheme above leaves Lunagari unused, a bit of a loss, and we need lions or cheetahs for the high elves. I kinda like the idea of cheetahs... not as physically powerful as a lion but tall, elegant, and snooty.

 

And actually, a pride of lions would fit Orc culture pretty well.

Posted

Lions would require a new mesh body or head part to be made. The mane. And then waited to the neck. Maybe it can be added to the higher poly Citrus head, but might look funny when sitting or stretched out in most cases as Khajiit necks usually do. So a new mesh is preferred.

 

EDIT:

I can probably make a mane, scale it large, add a lot of fur detail, scale it down, bake normal maps, then convert it to a low poly tri, then add it to my recourse file. I'll probably do that last though.

Posted (edited)

Why are OBJs better?

As Nightro said, OBJs are better because they are widely supported, and they are a reliable way to get the meshes from NifSkope into Blender or Max or whatever. I've had zero luck trying to get a nif into the old Blender 2.49b using the nif plugin, and while I've had some limited success doing so with Max, it's more of a hassle than I would like it to be.

 

Besides, for the purposes discussed here (editing tri files), it fits just right. Tris don't store any kind of weighting or bone information, and while they can contain UV data, the game simply ignores it. All that matters when working with tris is that you keep vertex count and order unaltered, and it just so happens that the OBJ import/export tools for Blender do have specific options for "Keep Vertex Order". Thus, my comment.

 

Nah, just getting cold feet about switching up the races so all the humans are canines and all the mer are felines. Before we can do it we still need a High Elf species. The scheme above leaves Lunagari unused, a bit of a loss, and we need lions or cheetahs for the high elves. I kinda like the idea of cheetahs... not as physically powerful as a lion but tall, elegant, and snooty.

 

And actually, a pride of lions would fit Orc culture pretty well.

You know what, I would go for cheetahs. Lions are too similar to other felines already present ingame, while cheetahs are unique and different and would add more variation to the races. Cheetahs, while not so much as lions, still fit the whole "proud and smug" thing Altmer have going on; they are also not specifically muscular or as strength oriented as lions would be, and that fits better with elves (okay, you can make muscular elves in the game, but that's obviously not the character design intended for them), and so on.

 

So, yeah, while I would be happy with any of them, I think cheetahs would fit them better. Also having cheetahs ingame would be great  :P.

 

As for Orcs, yeah, you may have a point there, but I still think they should be sabrecats. As I said, it fits with the race lore about their creation by corrupting/devolving a race of elves (which in this new YA setup would have been some kind of felines), and the whole "prehistoric"/barbaric/gruff aesthetics would be in line with how other races see the Orcs.

 

What could be done would be to make them "Sabre tooth lions"; as in, give them sabre teeth and making them look like sabrecats head-wise and so, but give them lion-like textures and maybe even lion tails too. You can explain that as Orcs originally being lions before they were changed, and would also kinda explain their current culture (twisted or "regressed" to resemble their roots as ferals aka lion prides and such).

 

EDIT: Oh, and on the topic of Lungaris, I think it wouldn't be that much of a loss. As they are right now, they are Khaiit with a different head shape and (only in the case of males) slighty-edited male head textures to make them a bit more rabbit-like. It's certainly not bad considering the limitations posed by having to work with the vanilla Khajiit heads and their polycount (not that using the CITRUS heads would yield a much-better looking result, mind you, but higher polycount would have helped a little), but still.

 

Actually, one of the options in the Catlike Khajiit mod has a lion head shape, maybe you could use that for high elves?

Yeah, there is a Lion/Lioness option in Catlike Khajiit, and I've brought it up already. Though being honest, the meshes are not that good; females are okay-ish except for some bugs or weird shapes here and there, but males just don't look good enough to me. Better than nothing, though, so it's not a bad idea to keep them in mind.

 

Besides, I think replacing High Elves with cheetahs is a great idea, and Nightro has already stated he intends to create a cheetah head alongside the already-planned tiger and sabrecat ones, so we can simply use his own both for Altmer and Orcs.

Edited by Blaze69
Posted

Ya, I might do that.

 

Lost some time today to the Win 10 "creators update". Wouldn't run skyrim for love or money. Had to roll it back.

Posted

Ya, I might do that.

 

Lost some time today to the Win 10 "creators update". Wouldn't run skyrim for love or money. Had to roll it back.

Seems like an interesting update. Never a bad idea to just wait a good while for proper driver support and bug fixes though.

 

However, something to be concerned about.

 

 I Suggest deleting your history and saved passwords before this specific update.

 

Posted (edited)

Lost some time today to the Win 10 "creators update". Wouldn't run skyrim for love or money. Had to roll it back.

EDIT: Oh, crap. For some reason I thought you meant the update from W7 to W10, lol. That has been over for a while already. DERP  :s.

 

But yeah, thanks for the heads up. I'll make sure to put it off until we are sure it will not screw up Skyrim.

Edited by Blaze69
Posted

post-62699-0-07966100-1492301130_thumb.png

 

Looks good. May want to do the smaller statues at some point though. Maybe. 

 

Anyway, a few suggestions.

 

-Dibella Shrine: Perhaps not an overall major edit, but I like the idea of a Nord/Lykiaos bathing in the "water".  Well, I've been using a retexture for the shrines, that makes the liquid in the center bowl look more like a cream, which still works. 

 

-Mephala: Having a statue for her would be interesting, possibly one that has her hold the Ebony Blade(similar to the stand that holds the Pale Blade in Frostmere Crypt), instead of it just sitting on that table. 

 

 

Posted

attachicon.gifMeridiaShrineShot.png

Looks good. May want to do the smaller statues at some point though. Maybe. [...]

Well, I'd say BadDog is going to be busy for the time being. As far as I know, there is the Hoodies update (and its port to Yiffy Age), the new heads for children, and the whole race overhaul with the required new assets and so on the "To Do" list, so it may be a while until it gets to things like more statues/statics.

 

Having said that, I'm certainly looking forward to seeing more yiffyfied elements in Skyrim, if/when that happens  :shy:.

Posted

Sometimes I fill in with statues and things that don't require much concentration. If folks want to list the ones they notice, that can help. I've got the Sovngard statues, also Clavicus Vile statue and mask, Boethia, and Mehunres Dagon.  Some I might not do, like the Vermina bas relief. The Snow Elf in Irkandgard is done and will be in the next update.

Posted

Sometimes I fill in with statues and things that don't require much concentration. If folks want to list the ones they notice, that can help. I've got the Sovngard statues, also Clavicus Vile statue and mask, Boethia, and Mehunres Dagon.  Some I might not do, like the Vermina bas relief. The Snow Elf in Irkandgard is done and will be in the next update.

Yay! It all sounds great  :lol:.

 

In other news, I have something I want to show you. I have been working with the resource textures from the Sabrekhajiit mod to see what I could get out of them. I am aware you will probably build the textures from scratch or whatever, this was just done as a proof of concept. I basically blended the textures with your Kygarra ones and then booted up Mudbox and blended the seams in the actual sabrecat textures as well as I could (which means they are far from perfect but shouldn't have any obvious seams).

 

Female only for now, I haven't touched males yet. This is the result:

 

    

 

Note that the black face markings are one of the Khajiit war paints and are not part of the base head texture. Also I reused the default Khajiit normals and speculars. Since we are talking about Sabrecats here, maybe it would fit them best to use the Kygarra (scruffy) normal maps, but the diffuse didn't look as good with those as it does with the Khajiit ones.

 

So, yeah, this is something. Any thoughts? As I said, I understand you would rather start from scratch or use something else as a base, specially if you want to follow the "sabre tooth lion" idea and give them lion-like textures, but I can share my files with you if you want so you can use them as resources or upload them somewhere or whatever  :shy:.

 

As a bonus, here are some more intrincate pics  :P:

 

   

Posted

Yes, looks very nice. By all means share them. Let's see what nitro comes up with for heads, but this looks pretty good. I do like the idea of a lion tail, and might go more with a pale tan front rather than white to go with the lion type look, but that's details. Using the furry khajiit normal and maybe tarting it up a bit might be a good way to get more differentiation with the other races. 

 

Also too, would you PLEASE explain to me about UUNP one more time? I got it running and I created me an HDT body (as shown in the vid on the other thread) but there doesn't seem to be as much difference between the thin and fat models as there is in vanilla. Is that a setting? Could I create a very thin thin and a very fat fat? 

 

...and, why I care, does this mean that if I make a schlong that fits the body closely it won't fit all the odd shapes people create with UUNP?

Posted

Yes, looks very nice. By all means share them. Let's see what nitro comes up with for heads, but this looks pretty good. I do like the idea of a lion tail, and might go more with a pale tan front rather than white to go with the lion type look, but that's details. Using the furry khajiit normal and maybe tarting it up a bit might be a good way to get more differentiation with the other races. 

Sure, here you go:

 

<<<<<<<<<< File Removed >>>>>>>>>>

 

It's set up to replace the Khajiit body textures and the mouth meshes with the Sabrecat ones (though we will have to replace the latter with Nightro's meshes once they are done). Only diffuse textures are included, though, because as I said, I used the default Khajiit ones; those, and a modified Khajiit body normal map to add the missing claw textures for the newer paws. But that idea about tweaking the normals sounds pretty good indeed. And the lion tails too  :shy:.

 

Also I included the teeth textures from the Sabrekhajiit mod to make them look like the actual vanilla sabrecat teeth. We should pack them for the sabre mouths on a separate path once everything is ready so that the default teeth textures are not overriden.

 

Also too, would you PLEASE explain to me about UUNP one more time? I got it running and I created me an HDT body (as shown in the vid on the other thread) but there doesn't seem to be as much difference between the thin and fat models as there is in vanilla. Is that a setting? Could I create a very thin thin and a very fat fat? 

Well, the difference in body shape between the 0 and 100 ends of the weight slider (and by extension between the _0 and _1 meshes) depends on what preset you build the bodies with in Bodyslide. Chances are you built it with the "Zeroed Sliders" preset, which has little to no variation from one end to another.

 

You can look for a different preset with a more noticeable difference (the 7B ones come to mind, but don't use Bombshell because it causes wrist seams; use 7B Original or Natural instead).

 

You can even set the sliders manually and mix presets. For example, if you go to the low weight body (the one on the left) and set the UNP Low slider to 100, and then go to the high weight one (right) and set the 7B High slider to 100, you will get a body that goes from UNP at weight 0 (slim/petite) to 7B at weight 100 (amazonian-ish). That's quite the variation there.

 

Let me know if you have any specific questions I can help you with  :shy:.

 

EDIT:

...and, why I care, does this mean that if I make a schlong that fits the body closely it won't fit all the odd shapes people create with UUNP?

Yeah, I'm afraid that's true.

 

Though if you build the schlong so it fits the UNP groin shape without being too skin-tight (like the sheath meshes do already), then it will work with most bodyshapes, and the few people using custom/extra-big/extra-small presets already know they can't expect everything to fit anyway, so I see no problem there.

 

But if the fit is very tight, there may be some problems with people not using the exact same body preset you fit the meshes to (UNP or any other). So better leave a bit of room if you can, just in case.

Posted

Jeezo Pete.

Yeah, that  :s. But now I get what you were asking. I edited my previous post, but just in case I'm going to bump it:

 

EDIT:

...and, why I care, does this mean that if I make a schlong that fits the body closely it won't fit all the odd shapes people create with UUNP?

Yeah, I'm afraid that's true.

 

Though if you build the schlong so it fits the UNP groin shape without being too skin-tight (like the sheath meshes do already), then it will work with most bodyshapes, and the few people using custom/extra-big/extra-small presets already know they can't expect everything to fit anyway, so I see no problem there.

 

But if the fit is very tight, there may be some problems with people not using the exact same body preset you fit the meshes to (UNP or any other). So better leave a bit of room if you can, just in case.

So, that^.

Posted

Bite me.

 

I've thought about it.

 

Trouble is I'd want to make it revealing too, which would be tons of work. Just doing the helmets and hiding the boots wouldn't be so bad.

Posted

The new hoodies is up. I'm thinking I'll update YA with the collision stuff and some of the improved textures from there, post an update (there will be a few other small updates too) and call it good for V2.4. Then I'll start working on the big shuffle and call that 3.0. 

 

We're agreed on races, yes?

 

Nord -> Lykaios (same)

Imperial -> Vaalsark (same)

Breton -> Fox

Redguard -> Kygarra

High Elf -> Cheetah

Dark Elf -> Panther (same)

Wood Elf -> Tiger

Orc -> Sabrecat

 

I guess I'll get started on a cheetah texture. Does anyone have opinions about putting the color in the base texture vs in the tint mask? Putting it in the tint mask seems more skyrim-ish and might give you a better range of color variation. But for things like the tigers I just put it in the texture and called it good. Now that I know how tint masks work, I could do a small set that would look reasonable for the type of animal and assign them automatically through the scripts so they'd get distributed across NPCs. Cheetahs don't need much variation but you could go from dun through yellow-orange.

 

Also, for cheetahs, there's so much face patterning I don't know that any additional patterning makes sense... though I suppose I could put a lot of the face spots in the pattern so there's some variation there as well.

 

My current game is on its last legs. Imma get made guildmaster, I've seen Helgen rebuilt, and I think it's time to dump the game. Next run through is as a High Elf cheetah mage.

Posted

I'm okay with the big shuffle if you are, but I don't want it any more or less than the last race arrangement.  I'll probably grow to appreciate the allowance for more headcanon that Cats vs Dogs allows later on.  The collision fun and especially every texture improvement are what pleases me, nice going.

I reinstall Skyrim so often, I'm running through the newly USLEEP updated STEP guide this time, then I'll copy and store that somewhere before I stick in Yiffy Age so I never have to do that again.  I might have said already but you were right, DynDOLOD is tough.

Posted

I might have said already but you were right, DynDOLOD is tough.

But TOTALLY worth it. The idea that you can't look across a valley and go, "What's that castle over there?" is bonkers.

Posted

 

I guess I'll get started on a cheetah texture. Does anyone have opinions about putting the color in the base texture vs in the tint mask? Putting it in the tint mask seems more skyrim-ish and might give you a better range of color variation. But for things like the tigers I just put it in the texture and called it good. Now that I know how tint masks work, I could do a small set that would look reasonable for the type of animal and assign them automatically through the scripts so they'd get distributed across NPCs. Cheetahs don't need much variation but you could go from dun through yellow-orange.

 

Also, for cheetahs, there's so much face patterning I don't know that any additional patterning makes sense... though I suppose I could put a lot of the face spots in the pattern so there's some variation there as well.

 

My current game is on its last legs. Imma get made guildmaster, I've seen Helgen rebuilt, and I think it's time to dump the game. Next run through is as a High Elf cheetah mage.

I would hate for you to waste your time, so don't forget that I plan to make a head for the cheetah as well as normal maps for it. Right now, I just need to do the normal maps for the new heads, then I'll start on the recourse files. It will go in the order of similarity. Starting on leopard from the no facial fur version of my heads, branch off from cheetah and tiger, then tiger to sabercat for the best workflow.

 

I suggest just starting on the body, hands, and feet texture first and holding off on the head so the texture placements are more accurate.

 

EDIT:

Just in case this is helpful to anyone. For the Khajiit heads, if you try to normally subdivide it, the seems will split apart unlike the human heads. In Zbrush, there is also Dynamic subdivision that lets you disable the smoothing effect. So I set [smoothsubdiv] to 0 and [coverage] to o.00001 which is the lowest it will go. Because I cant set that completely to 0, it has a static like dots on the seems. But guessing  should not be an issue since it is just for the normal map and not the actual mesh.

 

Just wondering if I should try to merge the seem areas together or if that would cause an error. The mesh is now at 936.316 and Substance Painter can make normal maps from meshes up to 1 million polygons.

 

Example of the mini seem gaps and looks like the same amount of poly, but not once I start smoothing it out.

 

   18b66c2d7e891d70bb50f9814a364213.png 

 

 

EDIT 2: Example of the fur quality I should be able to add and types of fur.

 

05d72931426d8918801c6ecb6b766877.png 

 

 

If anyone knows of any other fur alpha sources besides this one, please let me know.

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