Blaze69 Posted June 4, 2017 Posted June 4, 2017 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. [...] Okay, good to hear! Here you go: <<<<<<<<<< File Removed >>>>>>>>>> As I said, I packed both male and female textures, as well as SOS textures for males. You will have to do the female textures, unless you want me to do it as well. I haven't done so before because I simply can't get the sheath mesh to be in the actual ingame position, because it doesn't match the placement in the nif. Oh, and I just realized I didn't add any actual texture for the female bits apart from the UUNP Special ones, so you may want to add something in there (directly on the body texture itself) so that people that use non-Special bodies do have something down there for the ladies, lol. As for tails, yeah, totally agreee. Those HDT tails do seem to have a reasonable number of bones, and same goes for the vertices. I gave the red fox tail from that mod a try, and it does look really nice... as far as deformation and movement is concerned. Of course it's not long before you realize it looks more like a fake/costume tail than a real one, but at least it flops around and has collision with the body and the ground and stuff. I have yet to try it out with poses and/or SL scenes, but it looks like it could help with the looks and prevent stuff like the tail impaling the other actor in stuff like doggystyle anims and stuff, and dissapearing/clipping tails in kneeling/sitting/squatting poses. I may decide to use them for the foxes, at least. Not sure about the other races, the HDT Khajiit tail looks too much like some piece of rope, and I ain't happy with the wolf tail either. Okay, freaks and furballs. I've got this: Cheetah feet.jpg Cheetah feet crouching.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. Looking pretty good indeed! And good to hear it will still work on the plantigrade position. The latest changes to the skeleton and stuff mean the chances of me using the digi config are higher, but I may still want anims or poses to allign perfectly, so having the option of changing to plantigrade simply by swapping skeletons (as I do it already) is nice as well. 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. Do you have any mods loading after YiffyAge that may alter something about the affected helmets? Maybe is simply a load order issue with some other mod reverting YA's changes.
Bad Dog Posted June 4, 2017 Author Posted June 4, 2017 In reverse order: Yeah, when I got to the nightingales I was like "fuck this shit" and they're supposed to conceal identity anyway. So I gave them a shape that made it believable there might be a snout under there and left it at that. Blaze if you do female foxes I'll at least use them as a starting point. Otherwise I'll do it on my own. Either way we'll get these new textures in. I'm thinking of desaturating and letting the skyrim tint engine add the color for a wider range of colors, as with the cheetah. I'll post pics showing how that looks in a bit. I'm not planning on making HDT tails the default, but if the HDT tails mod has better fluffiness and they'll share, I could use that mesh. Nightro, the disadvantage of the warped-mesh method is I don't have a bunch of control. I'll send you the obj of the planti and final digi meshes and you can see what you can do, and I'll see if I can recover the details you mention, between the mesh and the normal. But I don't have a huge appetite for more fiddling. The foot, btw, is just a flat color because I haven't even tried to deal with it yet. Better pictures this evening, maybe.
Blaze69 Posted June 4, 2017 Posted June 4, 2017 [...] Blaze if you do female foxes I'll at least use them as a starting point. Otherwise I'll do it on my own. Either way we'll get these new textures in. I'm thinking of desaturating and letting the skyrim tint engine add the color for a wider range of colors, as with the cheetah. I'll post pics showing how that looks in a bit. Not really sure what you mean. I did both male and female foxes, and those are the textures I posted. The only thing I said was that when editing the female textures, I simply pasted the default UUNP Special bits on the textures but let the nether region otherwise lacking any other bits. This means if you use the Special body (as I do, and I hope you and most people do as well), everything will be covered in fur except for the Special pussy mesh itself which will be flesh-colored, but if you use a standard/non-Special body, there won't be anything detailed down there, it will all be covered in fur. I didn't bother with copying said parts from another texture or whatever because I though the Special bits were enough, but I didn't remember than even though it's supported and recommended, not everyone uses the Special body. Anyway, it would just be a matter of copying the bits from another female textures and pasting them on the fox one, so it's not like the textures are "not done". Though I guess if you downloaded the file you have seen what I mean already. I'm not planning on making HDT tails the default, but if the HDT tails mod has better fluffiness and they'll share, I could use that mesh. [...] Yeah, well, not really sure about it. I mean, the tail looks pretty good when posing and using, huh, certain anims, that's true. In fact I just tested it with 0Sex and seeing the tail conveniently tucked to the side in between the male's torso and arm instead of going right through him (imapling) as vanilla tails do in the doggy anims, well, was pretty nice indeed, I have to say. Same for it being curled to the side in the sitting poses instead of going right through the ground. But for "general gameplay", it does look kinda fake with all the floppying around and stuff and lack of movement outside of "gravity" itself. Perhaps we could offer the HDT tails as an extra option, but yeah, not as the main one. As for the mesh itself, I don't think it's that much better than the current one, and if we want more polys or better weighting, well, that can be done easily in Blender and Outfit Studio.
Bad Dog Posted June 4, 2017 Author Posted June 4, 2017 Oh yeah, forgot. Ignore me re the female fox, I'll just use yours and copy over the pussy. The wolf tail uses transparency to get a better brush. I don't really know why NPC tails shouldn't do the same.
NightroModzz Posted June 4, 2017 Posted June 4, 2017 As for the mesh itself, I don't think it's that much better than the current one, and if we want more polys or better weighting, well, that can be done easily in Blender and Outfit Studio. Well, maybe you forgot my proposal for making tails because it's easy. A totally new one could be an option too. I could build a new one over the current one since I'm assuming that the HDT ones geometry doesn't fully cover the vanilla tail bones. I could also use the same design (hair layer effect) approach as the HDT one with more layers plus the fur alphas I use for the normal maps. @Bad Dog - Also, don't try placing the claws if your not going to place the high poly ones first. it's better if the position matches better. Or, if you can't mess with the high poly claws in Blender, you can place the claws on a duplicate of the digi foot and I will copy the position and size of the claw you want on your deformed version of the mesh I made, not the one I currently have.
Blaze69 Posted June 4, 2017 Posted June 4, 2017 Well, maybe you forgot my proposal for making tails because it's easy. A totally new one could be an option too. I could build a new one over the current one since I'm assuming that the HDT ones geometry doesn't fully cover the vanilla tail bones. I could also use the same design (hair layer effect) approach as the HDT one with more layers plus the fur alphas I use for the normal maps. [...] I was replying to what BadDog suggested, which was to use the HDT tail mesh rigged to the vanilla tail bones if it proved to be better than the current tail mesh, or at least that's what I understood. That's why I said it is not that much better than the current one, only maybe marginally mesh-wise. Also the UVs are symmetric and overlapped, which would have to be fixed for them to use object space normals (which are not equal on both sides and thus can't have doubled UVs). Not sure if you are suggesting building HDT tails, but I have like zero information whatsoever on setting up HDT, and I think we would even need the Havok Tools for 3DS Max. I do own Max, but I don't have the toolset, and even if I had, I'm pretty sure anything HDT-related is waaay out of my league. Again, not sure if you meant this, but wanted to make it clear, just in case. As for creating new tails with the vanilla bones/system, that is a different story. You can give it a shot if you want, yes, and I can try porting and rigging it and stuff. Maybe BD can help as well if I don't get the hang of it, but we would have to try it out first.
NightroModzz Posted June 4, 2017 Posted June 4, 2017 Well, maybe you forgot my proposal for making tails because it's easy. A totally new one could be an option too. I could build a new one over the current one since I'm assuming that the HDT ones geometry doesn't fully cover the vanilla tail bones. I could also use the same design (hair layer effect) approach as the HDT one with more layers plus the fur alphas I use for the normal maps. [...] I was replying to what BadDog suggested, which was to use the HDT tail mesh rigged to the vanilla tail bones if it proved to be better than the current tail mesh, or at least that's what I understood. That's why I said it is not that much better than the current one, only maybe marginally mesh-wise. Also the UVs are symmetric and overlapped, which would have to be fixed for them to use object space normals (which are not equal on both sides and thus can't have doubled UVs). Not sure if you are suggesting building HDT tails, but I have like zero information whatsoever on setting up HDT, and I think we would even need the Havok Tools for 3DS Max. I do own Max, but I don't have the toolset, and even if I had, I'm pretty sure anything HDT-related is waaay out of my league. Again, not sure if you meant this, but wanted to make it clear, just in case. As for creating new tails with the vanilla bones/system, that is a different story. You can give it a shot if you want, yes, and I can try porting and rigging it and stuff. Maybe BD can help as well if I don't get the hang of it, but we would have to try it out first. Yeah, was not planning on doing anything with HDT. I just meant to fit a totally new mesh to the vanilla tail bones, not HDT. I was given the tools by someone else and needed to find some others. I will send them over to you and Bad Dog just to have them just in case, or to give to someone else. It may contain one or two unnecessary files that may be useful or just because I'm confused and didn't bother to remember the functionality of each file.
Bad Dog Posted June 5, 2017 Author Posted June 5, 2017 Male cheetah, fuck yeah: Except for some tweaks, that's essentially final. Nightro, I hate to say it but if you want to do some cleanup you've got to not screw up the stuff that's working. I spent freaking all day moving verts one by one to get the UV to lie flat (and it's not perfect now). The seams themselves are essentially seamless, but the pattern on either side doesn't always match well. The head shading doesn't quite match the body. The problem with the neck seam coming apart on sneak still exists. There are a few lumps and bumps on the feet. I could beat my head against the normals a bit more. But most likely I'll go on to the ladies and if I do something better there I'll port it back. I've mentioned that I want to desaturate the diffuse and let Skyrim manage the color. Here's what that looks like: I think it's worth it to have the variety. I'm on the road this next week so don't expect a lot of action for a bit.
NightroModzz Posted June 5, 2017 Posted June 5, 2017 Nightro, I hate to say it but if you want to do some cleanup you've got to not screw up the stuff that's working. I spent freaking all Any clean ups were only gonna be on the mesh you finished editing which I assume is in a new position with some unwanted deformations, not the one in my possession that I gave you to start on. So I would assume you wouldn't have to do much if I did make a few tweaks to fix some deformations. Did you place all the claws down with the high poly mesh, then decimate it and save a duplicate of the high poly claws together for normal maps? Are the claws a separate mesh or one mesh? Either way, I need the edited mesh you set up to mimic the position for the high poly mesh for normal maps. Making tweaks on the high poly mesh shouldn't do anything with the in-game functionality and can make the upper part of the foot more cheetah like. Or maybe we can just wait on that. It's not like the head and would need to make a full body normal map. For that I would need the body and hands too. I'm wondering if I should just set up my khajiit hands or just wait for the final KBO to be finished. As for the head, you can send that over and I can fix seams (probably not for the crouch position) and Blaze69 can set up a racemenu morph or similar to a cheetahheadmale_0 morph like we talked about earlier. I spent freaking all day moving verts one by one Lol welcome to my world, that is if you include nights.
Bad Dog Posted June 5, 2017 Author Posted June 5, 2017 I went ahead and made normal maps for the claws, which is fine unless you were doing something fancy with the surface. OBJ on its way.
NightroModzz Posted June 5, 2017 Posted June 5, 2017 I went ahead and made normal maps for the claws, which is fine unless you were doing something fancy with the surface. OBJ on its way. Okay, that's fine. After messing with the foot mesh and learning all sorts of things, I now like to make low poly meshes in specific ways that helps keep a good shape and creases. So am I to assume that the claws are now a separate mesh from the foot unlike the previous one, and you didn't make normal maps for the foot? EDIT: Oh, okay, it's still one mesh. That might make it difficult for me to make new normal maps. Do you still have the high poly mesh of the combined claws? So I would assume that you made the foot normal map with the claws then? I guess I can just skip that unless you want me to make a full body normal map. Guess I'll just even out the poly/verts on this one a bit more for now. EDIT 2: Umm... Is this the same mesh that is used and working in game? Might be best if I have the exact same one that's used in game with the right size that might also have weighting applied to it. But yeah, there is a lot of evening out to do, but not as bad as I thought it would be. Like you said, you spent time evening it out too, and would help with texturing after. If it doesn't matter, I can resize this one.
boo Posted June 5, 2017 Posted June 5, 2017 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. [...] Okay, good to hear! Here you go: Fox_Texture_Update.7z As I said, I packed both male and female textures, as well as SOS textures for males. You will have to do the female textures, unless you want me to do it as well. I haven't done so before because I simply can't get the sheath mesh to be in the actual ingame position, because it doesn't match the placement in the nif. Oh, and I just realized I didn't add any actual texture for the female bits apart from the UUNP Special ones, so you may want to add something in there (directly on the body texture itself) so that people that use non-Special bodies do have something down there for the ladies, lol. As for tails, yeah, totally agreee. Those HDT tails do seem to have a reasonable number of bones, and same goes for the vertices. I gave the red fox tail from that mod a try, and it does look really nice... as far as deformation and movement is concerned. Of course it's not long before you realize it looks more like a fake/costume tail than a real one, but at least it flops around and has collision with the body and the ground and stuff. I have yet to try it out with poses and/or SL scenes, but it looks like it could help with the looks and prevent stuff like the tail impaling the other actor in stuff like doggystyle anims and stuff, and dissapearing/clipping tails in kneeling/sitting/squatting poses. I may decide to use them for the foxes, at least. Not sure about the other races, the HDT Khajiit tail looks too much like some piece of rope, and I ain't happy with the wolf tail either. Okay, freaks and furballs. I've got this: Cheetah feet.jpg Cheetah feet crouching.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. Looking pretty good indeed! And good to hear it will still work on the plantigrade position. The latest changes to the skeleton and stuff mean the chances of me using the digi config are higher, but I may still want anims or poses to allign perfectly, so having the option of changing to plantigrade simply by swapping skeletons (as I do it already) is nice as well. 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. Do you have any mods loading after YiffyAge that may alter something about the affected helmets? Maybe is simply a load order issue with some other mod reverting YA's changes. No, I checked TESVEdit, and YiffyAgeConsolidated edits the record but uses the vanilla mesh for Khajiit. Also, how are you swapping skeletons in game? Also, I've been using SAM bodies converted to vanilla UVs / SOS for a while now and I have to say the original SOS bodies look real poor in comparison.
Blaze69 Posted June 5, 2017 Posted June 5, 2017 No, I checked TESVEdit, and YiffyAgeConsolidated edits the record but uses the vanilla mesh for Khajiit. Also, how are you swapping skeletons in game? Oh, I see. Canines get the edited mesh with the snout shape, but there is nothing about the vanilla Khajiit mesh. I guess you can replace their mesh with the "cowldog.nif" one. The snout under the mask will still be longer than in Khajiits, but you can handwave it as being originally made for human races canines and being a "single size". I don't swap them ingame, I simply have a mod (folder) in MO after the main Yiffy Age which only includes plantigrade skeletons in the YA paths, so whenever I want to have planti feet I activate the mod, and then I deactivate it to get digi feet again. EDIT 2: Umm... Is this the same mesh that is used and working in game? Try scaling the feet to 0.1, that may fix it to the right size with respect to the body. If I leave the scale at 1 in the Blender export settings, then I have to scale the meshes down to 0.1 in Outfit Studio to return them to their original (Skyrim) size. Maybe that's what's happening there as well.
NightroModzz Posted June 5, 2017 Posted June 5, 2017 Here are some pics of the lion tail I made. The low poly is just a morphed khajiit tail. It has hair cards or in this case fur cards as optional. First time with hair cards, so not sure if I should have went with rectangles without a high poly for normal maps. I'll probably post a fox tail tomorrow or within a few hours.
Bad Dog Posted June 5, 2017 Author Posted June 5, 2017 I'll use those lion tails for the sabrecat race if you make them available. On the nightingale hoods, if I did it right the khajiit use the vanilla khajiit hood, which is not the same as the human hood. It's got room for a cat-style muzzle, not the full canine snout. But I didn't open them up so you could see the head inside. (FYI, because the canine head shapes are so variable. The fox is very wide in the cheekbones, while the vaalsark's snout goes on forever. On a number of the helmets I had to make two or three canine variants, and this was going to be one of them.)
NightroModzz Posted June 5, 2017 Posted June 5, 2017 I'll use those lion tails for the sabrecat race if you make them available. Don't Smilodons/sabercats have bobbed tails?
Blaze69 Posted June 5, 2017 Posted June 5, 2017 I'll use those lion tails for the sabrecat race if you make them available. Don't Smilodons/sabercats have bobbed tails? Yeah, they do, but we decided to give the sabrecats some lion-like traits, like the tail or the fur design. You can check out the thread again to read about it.
NightroModzz Posted June 6, 2017 Posted June 6, 2017 Here are some pics of the fox tail. The first one is the old one and miine is bigger and fluffier with a cleaner low poly. It can be shortened if too long. Just like the old, the new one is is just a morph from the vanilla khajiit tail. I didn't do hair cards for this one because I don't quite have a grasp on it yet. But will if asked.
Blaze69 Posted June 6, 2017 Posted June 6, 2017 Okay, well, since BadDog is away from home for now and thus there won't be much progress in the mod, I figured I might as well show off a thing I've been working on lately. Hope you all don't mind the slight off topic, lol (though there is a connection with YA). Now, I recently went through my downloaded files to do some cleanup, and found the file from this mod: Survival Gear. Since I'm always looking for modern-themed clothing, that was a nice surpise (I had totally forgotten it existed, lol). I decided to clean up the mod and try and see what edits I could make, just like with my modern clothing mod... and this is the result so far: As you can see, I have created a male version of the outfits and all the accessories. I've also made it modular, with the top and the bottom being independent. Just like with the revealing versions of my Modern Clothes, equipping the top will not cover the bottom and will allow the schlong to remain visible and will also include fully-functional UUNP Special bits (for males and females, respectively, though I guess the first applies to schlonged females as well). Disclaimer: yes, I am aware the outfit may look a bit weird on males, lol, but I wanted to stick true to the original design, as it is only fair (Saints Row did it too for all its clothing and I think was neat). To be honest, most of it is due to the shorts, IMO it's not that noticeable with the top or the other gear, except for maybe the boots. I also ported the included goggles to work with beast races, and I set the plugin specifically for use with Yiffy Age. This means they will show up as intended in all races except for Argonians. There is a bit of clipping with the nose/snout when worn by Kygarra, but I may try to give them specific meshes tweaked for their face shape. This is how they look on felines: Bodytype is SOS for males (duh) and standard UNP for females. I thought about adding UUNP support, but converting the clothes to the UUNP base shape screws up the top leaving a very noticeable "crack" between the breasts where the mesh ends up crumpled and deformed, and it remains like that for all of the sliders, so manually fixing every single one would take too much time for it to be worth it. Thus, I stuck with standard UNP, which the original mod was built for. Since YA is intended for use with UNP anyway, I don't think it's that much of a problem, and it has the benefits of the UUNP Special body anyway. So, yeah, that is pretty much it. My intention for now is to release it here, though I'm not sure whether to include it in the Modern Clothes page or to make it a separate file (probably named "Survival Gear Redux" or something like that). Everything seems to be in order, so if/when I decide to do so, it won't take me long. Any thoughts on this will be more than welcome, and again, sorry for the shamelss plug . BTW, since I still owe the thread a naughty photoshoot, as I said in the post with the new fox pics, here are some extra shots I took while creating the images for the (possible) download page for the mod. Though I forgot to change to a vixen for them, so a tigress will have to do (they are both orange, after all). Hope you don't mind .
Blaze69 Posted June 7, 2017 Posted June 7, 2017 [...] Alright, I decided to go ahead and release the mod. You can find it here if you are interested: Survival Gear Redux (UNP/SOS). (Enough self-advertising for now, lol).
boo Posted June 8, 2017 Posted June 8, 2017 For any interested parties, a preview of what I'm currently doing texture wise: I'm remapping the detail texture to better conform to the vanilla normal map (red lines). I then use this texture as a layer the diffuse map, and I use it as a displacement map on top of the vanilla normal in order to give some really nice fur detail: I'm pretty happy with the results, but it looks best when the detail pattern runs in parallel rather than perpendicular to the vanilla normal map.
korofox Posted June 9, 2017 Posted June 9, 2017 How install "Naturalistic HDT jiggle and collisions XML set 3.56" I didnt found a Installation guide and with Mod Organizer i getting Error message in Fomod Install.
Blaze69 Posted June 9, 2017 Posted June 9, 2017 How install "Naturalistic HDT jiggle and collisions XML set 3.56" I didnt found a Installation guide and with Mod Organizer i getting Error message in Fomod Install. Huh, I'm pretty sure Naturalistic HDT includes a Fomod installer and it has worked fine for me so far. Maybe try downloading the file again? But you should ask in the mod thread iself, not here, so that Bazinga (the author) can help you with it.
Bad Dog Posted June 10, 2017 Author Posted June 10, 2017 That modern clothes stuff is cute. The short shorts give the guy a sorta emo look. Not that that's a bad thing. Boo, those textures look great. Send them my way when you're done if you want them in YA. Given the amount of stuff I want to do in this version, you have time.
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