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Yiffy Age of Skyrim


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Posted

Re the foot, that looks very good. Yes, even quads help with a lot of things, including getting even textures. I'll see what I can do with this.

Just let me know if it's too troublesome when moving around the base (metatarsus) with bone manipulation. I can half the polygons or more in that area on the next one. Since the current one was re-meshed from the high poly with polygoups not already made, it's poly geometry goes down in a swirl instead of evenly stacked poly, so there isn't much I can do there on the current one. Also unless you want claw animations, only test it. If you want to use it, I can start on the claws after you give the OK and merge them down.

 

EDIT:

 

​Just want to add that I figured out a name for a body type I will be making that will need to be made for the humans before the khajiits later in the month. It will be called SIAPB. I may change it if any ideas are given and can remove the "P." It stands for Semi-Inner Anatomy Performance Body.

 

Semi-inner Anatomy performance meaning that the geometric anatomy won't be completely correct in order to use less polygons. I should be able to make a better one than seen in the current "Khajiit Body Overhaul." It will have throat-to-stomach-to-anal, a vagina, and bladder with an extra extruded layer to create depth when say the body becomes transparent with some added feature or when the screen is too close to the body. Some of the skills I've learned with the low poly diditigrade feet I made should make this much easier. As well as techniques to avoid dynameshing which creates some problems.

 

​It will only be released as a recourse when done and can be called HDT-SIAPB once HDT is added, or SMP-SIAPB. Innards will be available separately too and can be added to any body by just making some cuts into their model, placing the innard models, then using a feature like Zbrush's "Close Holes." Since it will only be a recourse, UV body type compatibility will need to be made by others. I'm not going to make multiple ones and may make one if needed after I decide/need to gain some experience in making good UV layouts.

Posted

Hey, does anyone know how tri morphs are invoked? I ran across some mesh recently that had its own tri file and it occurred to me that that might be a way to get a fully animated unsheathing schlong.

Posted (edited)

Hey, does anyone know how tri morphs are invoked? I ran across some mesh recently that had its own tri file and it occurred to me that that might be a way to get a fully animated unsheathing schlong.

I'm not really sure, but you should check out the RaceMenu UUNP morphs plugin included with the Bodyslide/Outfit Studio installer to see how to access that kind of morphs ingame. Also maybe WeightMorphs as well, since it actually changes the morphs via script (using the MCM to config the values and then progressively applying them via scritpt, or at least that's how I understood it) rather than through a RM slider.

 

BTW, I think someone actually tried this already some time ago, with limited success. They went MIA shortly after, though, so we never found out if the idea could be refined to make it actually feasible. Who knows, we may be on to something there.

 

I think the user was called PaulGreen or something like that. They released a demo/test file that I manged to get to work; or at least I saw it sheathe and unsheathe once at the very least. I'll try to search for that file later.

 

EDIT: Found it. Huh, seems like they actually used your meshes. Didn't you remember?

 

EDIT 2: They actually posted the Alpha in the Hoodies thread first! Wow, I do remember now. It's been a year, though, no wonder I couldn't before.

 

Anyway, I think you can check out that implementation, at least so you can see how to access the morphs, and perhaps it would still be a good idea to check out the two other morphs I mentioned.

Edited by Blaze69
Posted

Yes, I remember that. But PG was using bones and manipulating them with NiOverride in a script. The manipulations made my eyes cross and he said he had to add a bone to do it. The results were good though.

 

I'm thinking either modify the SOS animations (since the animations are referenced from the mesh) or do a tri file.

Posted

This might be a dumb question but how do I fuck someone? I have everything installed and everything is working, im just new to these mods haha

Posted

This might be a dumb question but how do I fuck someone? I have everything installed and everything is working, im just new to these mods haha

Look for sex related mods and animations. Some activate differently than others. Their mod description will tell you in detail how they work. This is also a question to ask on SexLab Framework's support topic or related mod, not here. Although it has nude meshes, it's not a sex mod. I also advise that you check out "All-In-One HDT Animated Pussy."

Posted

Yes, I remember that. But PG was using bones and manipulating them with NiOverride in a script. The manipulations made my eyes cross and he said he had to add a bone to do it. The results were good though.

 

I'm thinking either modify the SOS animations (since the animations are referenced from the mesh) or do a tri file.

Oh, I didn't know that. Though now that you mention it, I did find the fact that it said something about adding bones on runtime kind of weird, considering none of the other mods that use morphs do anything similar. I will check out the file in depth to see if I can get a grasp of how it works. Still, you are right, it did look good.

 

Then I guess you should check out the two mods I mentioned to find out how to apply .tri morphs on runtime; I think using morphs will be easier. Outfit Studio is pretty easy to work with, and you can even export slider data as OBJ and FBX (I think) to work on them using Blender or any other similar program, so it should be relatively easy as far as the process itself is concerned.

 

Animating, on the other hand... I don't really know how the whole auxbones deal works, and seems like nobody has really looked into it apart from VectorPlexus or whoever worked on that part of SOS, and perhaps b3lisario (which created a plugin for SL that animated tails during scenes, and tails use auxbones just like SOS). The latter is MIA, and I'm not sure contacting the former is even an option anymore, but I guess you could give it a try if you want. Perhaps ask Fore as well, since we're talking about anims and, well, Fore.

Posted

Oh, BadDog, you said the fox textures could use some improvements, right? How about this?:

 

post-90180-0-79711900-1496497529_thumb.png post-90180-0-52542700-1496497549_thumb.png post-90180-0-61095500-1496497612_thumb.png post-90180-0-84368800-1496497716_thumb.png post-90180-0-68857500-1496497729_thumb.png 

 

It's something I've been working on, based on the textures from this mod. I think it looks a bit better than the current one, and there is no problem with permissions according to the mod description, so I figured I might as well let you know about it in case you are interested. That would also save you the need to work on the textures yourself, outside of some tweaks if you want.

 

These are just diffuse textures, but I swapped the normals with the Lykaios ones as well and they do seem to fit the texture pretty nicely, outside of some minor quirks that may be worth looking into (small seams at wrists and ankles and wrong tail normals, as seen on the "Back" picture). Oh, and I also made them compatible with the new feet, the ones with the different claw UV placement and the bigger paws.

 

I think there is also a similar male texture included in the file as well, so I could give a shot at bringing it on par to this female one so that both are roughly equal and don't stand out next to each other. I can (probably) take care of the SOS texture as well, but chances are foxes will need to have their SOS textures separated from other races if they don't have them like that already (I think ATM they use the same textures as Vaalsark, right? But I may be wrong).

 

(Also, no detailed and naughty photoshoot this time like with the sabre kitty, lol. Sorry about that  :P. Been testing the new 0SA/0Sex build and haven't updated my poser stuff to work with it yet).

 

So, yeah, any thoughts?

Posted

 

perhaps b3lisario (which created a plugin for SL that animated tails during scenes, and tails use auxbones just like SOS). 

 

Wait. Is that part of SL or something? Never knew there was one.

Posted

 

 

perhaps b3lisario (which created a plugin for SL that animated tails during scenes, and tails use auxbones just like SOS). 

Wait. Is that part of SL or something? Never knew there was one.

Nope. I think it was released as a test file buried deep inside a thread (maybe the SL Development thread at that moment), but I'm not 100% on it. In any case, it didn't work anymore after SL was updated, and since he went MIA and nobody seemed to be able to/want to take up the project, it never went anywhere. You can still search for it if you want, though, but I wouldn't even know where to start.

Posted

Oh, BadDog, you said the fox textures could use some improvements, right? How about this?:

.....

So, yeah, any thoughts?

Well I'm assuming that you didn't do anything with the mesh and the extra girth around the nose which, what do you call it? The K9 cheeks look like they stick out just as much as the nose with some extra width as well. The straight under snout/chin can use a small upwards curve too. Also, considering the change in looks, texture, and length of the snout, I guess it shouldn't be called a fennec anymore. The tail can use some work too. I guess they were going for fluffiness which made them use less but thicker fur strokes on the normal which resulted in a bunch of shadows. ("Wrong tail normal")

 

Those are my only complaints and aside from that, I think it looks good.

Posted (edited)

Well I'm assuming that you didn't do anything with the mesh and the extra girth around the nose which, what do you call it? The K9 cheeks look like they stick out just as much as the nose with some extra width as well. The straight under snout/chin can use a small upwards curve too. Also, considering the change in looks, texture, and length of the snout, I guess it shouldn't be called a fennec anymore. The tail can use some work too. I guess they were going for fluffiness which made them use less but thicker fur strokes on the normal which resulted in a bunch of shadows.

 

Those are my only complaints and aside from that, I think it looks good.

Nope, didn't touch anything at all about the meshes, just textures (and diffuses only, on top of that).

 

Though it's true the head(s) could use some work. Not only do they suffer a lot from the low polycount of the vanilla Khajiit heads, they are also asymmetric, as I've found out while tweaking my character's face. Also all that weirdness around the mouth/snout area as you pointed out. But I guess we will have to make do with them for now.

 

The original race was called Fennec, yes, but I'd say it's been a while since we dropped that notion and went for traditional red fox instead. This texture only makes it more obvious. Not that there is anything wrong about Fennecs, though (so cute and fluffy!  :lol:) but even the original race was closer to "standard" foxes than Fennecs anyway.

 

EDIT: Also, males are done too, using the male textures from the same mod as a base.

 

I also have the SOS textures for males done, both for the sheath and an extra texture for any of the human schlongs in case it can be used as well. The latter isn't exactly perfect because I blended the texture across the seam with the sheath and then painted the human one without touching the body so I didn't screw up the sheath transition. This means it's not seamless, but should be close enough.

 

Just say the word and I'll upload the files here, BD  :shy:.

Edited by Blaze69
Posted

 

but even the original race was closer to "standard" foxes than Fennecs anyway.

Well yeah, now that I look at it again. Minus the over sized ears, I think the female looks decently accurate though.

Posted

Oh, BadDog, you said the fox textures could use some improvements, right? How about this?:

 

attachicon.gifFemale_Fox_New.png attachicon.gifFemale_Fox_New_Closeup.png attachicon.gifFemale_Fox_New_Head.png attachicon.gifFemale_Fox_New_Feet.png attachicon.gifFemale_Fox_New_Back.png

 

It's something I've been working on, based on the textures from this mod. I think it looks a bit better than the current one, and there is no problem with permissions according to the mod description, so I figured I might as well let you know about it in case you are interested. That would also save you the need to work on the textures yourself, outside of some tweaks if you want.

 

These are just diffuse textures, but I swapped the normals with the Lykaios ones as well and they do seem to fit the texture pretty nicely, outside of some minor quirks that may be worth looking into (small seams at wrists and ankles and wrong tail normals, as seen on the "Back" picture). Oh, and I also made them compatible with the new feet, the ones with the different claw UV placement and the bigger paws.

 

I think there is also a similar male texture included in the file as well, so I could give a shot at bringing it on par to this female one so that both are roughly equal and don't stand out next to each other. I can (probably) take care of the SOS texture as well, but chances are foxes will need to have their SOS textures separated from other races if they don't have them like that already (I think ATM they use the same textures as Vaalsark, right? But I may be wrong).

 

(Also, no detailed and naughty photoshoot this time like with the sabre kitty, lol. Sorry about that  :P. Been testing the new 0SA/0Sex build and haven't updated my poser stuff to work with it yet).

 

So, yeah, any thoughts?

 

Uses the same base texture that I've been working on improving. :P Mine is fully seamless and I'm currently redoing some portions to better match the fur direction associated with the vanilla normal maps.

Posted

Would you be able to replace the tail with one of these without HDT and replace the textures as well? I don't mind creating new normal maps. Should be fast.

Maybe, but I wouldn't count on it. I've never rigged tails before. But it may be worth looking into at some point, though. Also would like to know what BD thinks.

Posted

Rigging a tail without HD is easy. Truth of it is all the tails are kinda janky... not enough bones, not enough verts. 

 

The fox texture looks great. Yes, I'd be happy to use it.


BTW, adding reasonable tail animations to some of the sex animations has been on my wish list. But there are so many now, I dunno...

Posted

As an aside, I've noticed that right now Improved closedfaced Helmets is incompatible. A patch / building on top of it would be highly appreciated!

Posted

Ya, I didn't hassle with closefaced helmets because I was redoing them all anyway, and I made them open so I figured ICH was unnecessary.

Posted

Okay, freaks and furballs. I've got this:

 

post-441330-0-84919800-1496550757_thumb.jpg post-441330-0-39291500-1496550762_thumb.jpg

 

Which I say is good enough and pretty good at that. There's a decent break from cannon bone to toe, the cannon bone is straight, and the toe deforms nicely when crouching. Don't worry about the texture and lighting--I haven't dealt with that yet. I have to put the nails back on too.

 

This is done with the old method of squishing the foot down, and the plantigrade version looks decent. The other thing I was trying with tying the mesh to a warped skeleton was making my brain hurt and I gave up on it.

Posted

.....

Looks good. Although I don't think you made normal maps for it yet judging from looking at the bottom half of the toes. Can't really see the underside though. I've made some very minor edits with the high poly mesh. Should I edit it further, a bit more specific for cheetahs?

 

Also, there is a weird bend deformation at the upper part of the mesh. There is supposed to be a bit of ankle detail there on the sides, but should not effect the length on the side view of the foot and should be even going down.

 9f9e6ca184a0eaff13fd6fa925303981.png

 

 

Does the foot have a tri file? I could probably edit/even out the tri file deformations. if it does unless you can send the one you deformed as is in your game pics without editing it into position in Blender. Or is it just a bone only problem? If it's a bone problem, maybe I could line up the rest with the ankle.

 

EDIT:

I may also need to reposition the high poly to match the new deformed one too. Although, there is a possibility of seams once new normal are made and need to do the whole body minus head in order for them to match. 

Posted

Looks pretty good, though obviously normal need to be baked. Curious how it looks on my skeleton edit.

Posted

Ya, I didn't hassle with closefaced helmets because I was redoing them all anyway, and I made them open so I figured ICH was unnecessary.

 

However Khajiit have reverted to human shaped closed helmets in some cases (nightingale). Hence my suggestion to maybe just use ICH and build off of it. :)

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