Voldearag Posted July 12, 2017 Posted July 12, 2017 I'm also thinking to pull out all the new races and make them available as separate playable races after 3.0 comes out. That's that thing I've been hoping for the most since I arrived, albeit with your argonians. Sounds great. And that muscular khajiit has some great looking clothing.
Tadamee Posted July 13, 2017 Posted July 13, 2017 Sorry ... it's my first post on LL, Is it possible to make Schlong khajiit compatible with him http://www.nexusmods.com/skyrim/mods/57861/? (Ronzo)? Sorry for my terrible English.
requiembob Posted July 13, 2017 Posted July 13, 2017 Sorry ... it's my first post on LL, Is it possible to make Schlong khajiit compatible with him http://www.nexusmods.com/skyrim/mods/57861/? (Ronzo)? Sorry for my terrible English. Select him in SOS and apply the BD Shealth. It -should- automatically allocate him the appropriate schlong.
Tadamee Posted July 13, 2017 Posted July 13, 2017 ^^^ The color of the schlong looks different, does not match the body. Unfortunately I can not post Screenshot.
Blaze69 Posted July 13, 2017 Posted July 13, 2017 ^^^ The color of the schlong looks different, does not match the body. Unfortunately I can not post Screenshot. Yeah, that was to be expected, since Ronzo are, well, blue. I guess it's possible to create a standalone version of the sheath schlong for use with that race just like the Lykaios Schlong does, though it would require new textures. That would be up to BadDog, but even if he agrees to do so, with all the work pending for 3.0 I wouldn't expect it to happen anytime soon, if ever. On a side note, I kinda like the beast feet and some other details from that race (like the body fur or the claws), but everything else puts me off. The standard/original race is a bit too "cartoony berserker" for my taste (I guess it comes from the fact that they come from FF), and the other two versions are female only and lean too much towards "human female with animal traits". Asset and folder organization was a huge mess as well last time I checked, and that's not good either.
Tadamee Posted July 13, 2017 Posted July 13, 2017 ^^^ The color of the schlong looks different, does not match the body. Unfortunately I can not post Screenshot. Yeah, that was to be expected, since Ronzo are, well, blue. I guess it's possible to create a standalone version of the sheath schlong for use with that race just like the Lykaios Schlong does, though it would require new textures. That would be up to BadDog, but even if he agrees to do so, with all the work pending for 3.0 I wouldn't expect it to happen anytime soon, if ever. On a side note, I kinda like the beast feet and some other details from that race (like the body fur or the claws), but everything else puts me off. The standard/original race is a bit too "cartoony berserker" for my taste (I guess it comes from the fact that they come from FF), and the other two versions are female only and lean too much towards "human female with animal traits". Asset and folder organization was a huge mess as well last time I checked, and that's not good either. Thanks for the answer , I hope one day will happen ... for now I will settle for standard schlong .
Bad Dog Posted July 15, 2017 Author Posted July 15, 2017 Gah, grr, growl. These Citrus heads are a pain in the butt. It turns out the weight painting problem wasn't theirs--somehow I screwed up the weights. Easy to copy the weights in Outfit Studio, I'm getting fond of that program. BUT the morphs for the females are worse screwed up than the morphs for the males. The ears get chewed up on some of the expressions, the whiskers don't move with the muzzle except when just the first section moves so the whisker kinks when the character talks, AND a half-dozen vertices on the muzzle are just out of place on all the expression and phoneme morphs. So I spend HOURS getting them fixed up, including cleaning up the damn ears which are truly a mess, and export the tri file and... it doesn't work. Vertices don't match. Somewhere along the way I messed up and deleted or combined verticies, how I don't know. So it's all to do again. I'm trying to think if there's some way I could rescue this tri file and I don't think there is. I could use it as the base for a new head, but then it wouldn't match the other citrus heads so I'd have to start over anyway. Blech. So I grabbed a few photos to make myself feel better. Here they are. I'll do something tomorrow, which may be ignore the whole sorry business and come back to it at some future time.
NightroModzz Posted July 15, 2017 Posted July 15, 2017 Gah, grr, growl. These Citrus heads are a pain in the butt. It turns out the weight painting problem wasn't theirs--somehow I screwed up the weights. Easy to copy the weights in Outfit Studio, I'm getting fond of that program. BUT the morphs for the females are worse screwed up than the morphs for the males. The ears get chewed up on some of the expressions, the whiskers don't move with the muzzle except when just the first section moves so the whisker kinks when the character talks, AND a half-dozen vertices on the muzzle are just out of place on all the expression and phoneme morphs. So I spend HOURS getting them fixed up, including cleaning up the damn ears which are truly a mess, and export the tri file and... it doesn't work. Vertices don't match. Somewhere along the way I messed up and deleted or combined verticies, how I don't know. So it's all to do again. I'm trying to think if there's some way I could rescue this tri file and I don't think there is. I could use it as the base for a new head, but then it wouldn't match the other citrus heads so I'd have to start over anyway. Blech. So I grabbed a few photos to make myself feel better. Here they are. I'll do something tomorrow, which may be ignore the whole sorry business and come back to it at some future time. If your fine with it, I'll make a new one in a few days from the leopard Citrus heads, after the K9 feet. Just send me the saber teeth.
Blaze69 Posted July 15, 2017 Posted July 15, 2017 Gah, grr, growl. These Citrus heads are a pain in the butt. [...] I'm trying to think if there's some way I could rescue this tri file and I don't think there is. I could use it as the base for a new head, but then it wouldn't match the other citrus heads so I'd have to start over anyway. Blech. So I grabbed a few photos to make myself feel better. Here they are. I'll do something tomorrow, which may be ignore the whole sorry business and come back to it at some future time. Yeah, unfortunately there is no way to rescue those morphs as far as I know . Working with tris is a PITA, because you make a small mistake or press the wrong key by accident, and boom, all of your work goes away. All I can say is that next time you work on them, make sure to make regular backups of the .blend working file and constantly monitor the vertex count; that way, if something happens again, you can stop working on the broken file and go back to the latest working backup. Oh, well. For what it may be worth, those pics look awesome . If your fine with it, I'll make a new one in a few days from the leopard Citrus heads, after the K9 feet. Just send me the saber teeth. If I got it right, the Lion/Lioness heads are done already (and are the ones from the pics). The problem is the .tri files themselves, which would also have to be edited/fixed if you were to create new heads yourself, so that wouldn't help much (unless I'm mistaken). Though if you are willing to/have time to work on new heads, perhaps you should look into creating new heads for the Kygarra? And maybe the Vaalsark too. At least the former are on the To Do list, and while I assume BD was going to work on those himself, if you were to get them done, that will probably come in handy. The latter is not exactly planned, but the more hi-poly/updated heads we can get for all of the races, the better. Maybe even the fox heads too (since those would be potentially used in the standalone Fox Race mod on your list). Just random thoughs, though; maybe BD has something to say on the topic.
NightroModzz Posted July 15, 2017 Posted July 15, 2017 Well, maybe I can see if it can get some detailed tweeking in zbrush. And I think the saber teeth can use some reshaping, or a new mesh. The teeth sould be thined out on the sides a bit, as well as angled outwards slightly which would also help with clipping on the chin. Also, are you going for the lion with smilodon k9 teeth look, or smilodon heads?
Bad Dog Posted July 15, 2017 Author Posted July 15, 2017 If you want to look at it, that would be fabulous. What I've been doing is correcting those verts, moving the whiskers to match the underlying muzzle movement, fixing the raggedness on the ears. Also, for your cats, I was correcting some of the ears because they were getting pointy like the original khajiit ears instead of staying round. But that should really be done separately since the khajiit need the pointy ears. I made an ambient occlusion texture from the head, which had black spots where the whiskers connect, to make positioning the whiskers easier. Any part of that you want to do would be great. I'll send what I have. Meanwhile I'll play with hyenas.
NightroModzz Posted July 15, 2017 Posted July 15, 2017 Okay, go ahead and send them. I understand that you were trying to fix the weights on the whiskers, but how did you move them around? You would need to move the points underneth the head mesh too. I can have them as their own polygroup if need be and have full control over them. If they are messed up, I can easily replace them with the default ones while keeping the same polycount and verts.
Bad Dog Posted July 15, 2017 Author Posted July 15, 2017 No, the issue is the tri files. Facial expressions and speech are handled by shape keys stored in tri files, not by skeletons and bone weights. The Citrus guy did a tri file for his heads, but got lazy--if he moved the corner of the mouth and upper lip back and up for a smile, he didn't move the whiskers to go with the upper lip. If you're not up on the whole shape key thing and don't want to get into it, I'll circle back and deal at some point. I've discovered there's a way to copy a set of verticies from one morph to another, which might make dealing with the damn ears easier.
Blaze69 Posted July 15, 2017 Posted July 15, 2017 No, the issue is the tri files. Facial expressions and speech are handled by shape keys stored in tri files, not by skeletons and bone weights. The Citrus guy did a tri file for his heads, but got lazy--if he moved the corner of the mouth and upper lip back and up for a smile, he didn't move the whiskers to go with the upper lip. If you're not up on the whole shape key thing and don't want to get into it, I'll circle back and deal at some point. I've discovered there's a way to copy a set of verticies from one morph to another, which might make dealing with the damn ears easier. Oh, so the thing about the whiskers was indeed what I thought it was. Neat. Seeing how the whiskers would twist and deform in such weird ways whenever a morph was applied was a bit jarring, good to hear you intend to work on them. Working directly on the shapekeys requires Blender, so I don't think Nightro will be up for that. What he could do would be to export all of the different morphs as separate OBJ files using the TriExtract utility from the Nexus, work on them using ZBrush, and then repack them all back into a tri when they are finished. That would take some time, though; I guess that would be up to him. I think I saw that process somewhere while doing research on Shape Keys, though I didn't pay attention, so I can't remember it, lol . As a side note, I've finally learnt how to do texture baking/transfering a texture from a mesh to another, like the process you said you use to blend seams. It's very easy and smooth and also works better and faster than the 3DS Max one I know, that's great.
Bad Dog Posted July 15, 2017 Author Posted July 15, 2017 That ZBrush process for dealing with morphs sounds cumbersome. The blender process is just about perfect--import the tri file, fiddle, export the tri file. Done. It's just doing the work that's a hassle.
NightroModzz Posted July 15, 2017 Posted July 15, 2017 well fixing the ears per tri obj would be a lot of work. Repositioning the whiskers per tri would be some work, but much easier. @Bad Dog -You somehow copied the lion morph to the Citrus head right? What about that other head option I mentioned a while back in a PM? The person who made that might have done the whiskers right. Maybe you can copy the morph inside bodyslide like you did with the cat like khajiit lion heads. http://www.loverslab.com/topic/75009-citrus-or-other-high-poly-head-for-sse/?p=1848791
Bad Dog Posted July 15, 2017 Author Posted July 15, 2017 Right. Since these are all based on Citrus, they all have the same number and order of verts--otherwise they'd need a whole new set of morphs generated. And Outfit Studio can take any mesh and change it into any other mesh with the same number of verts. So all I did was take your cheetah head, load it up with the sabre khajiit head, and deform the cheetah to the shape of the sabre khajiit. All the morphs still work. For the ears, I'm thinking it's better to just start over. Copy the base ears to the surpirse morph and warp them to the surprise shape. It's not quite that easy, but close. My vert count for the tri file I messed up is off by one. One damn deleted vertex and the whole thing goes blooey.
NightroModzz Posted July 15, 2017 Posted July 15, 2017 Oh okay. There is a citrus saber khajiit head? I thought you copies the low poly lion head from catlike khajiit or something similar and had the citrus cheetah head morph into that, then continue editing.
NightroModzz Posted July 16, 2017 Posted July 16, 2017 Yeah...both the mouth and ears do seem to be chewed up and there is some odd streatching around the ears. Also, a bit of symmetry in those areas seem to be broken as well. I'm not sure what other work youv'e done to them or if it can be transfered, but it would be easier for me to just mimic the shape rather than try and fix it, then give it some more smilodon detail treatment. There is just too much tiny verts to move around on the upper ears to try and even out and has already been done and rounded on the leopard heads before I did the cheetahs. And even then, re-morphing the pointy eras to rounded ones would still be easier than trying to fix the chewed up ones.
Bad Dog Posted July 16, 2017 Author Posted July 16, 2017 @Nitro, agreed that trying to fix those is a pain. Dunno if it's easier or harder than starting from scratch. As I said, I just morphed your cheetah until it matched the sabrekhajiit head. I did't try to use that mesh as anything but a guide. But the citrus heads are a pain--UV isn't good, some verts have gone wandering, and I hate dealing with meshes that aren't fully connected. @Blaze, holy abdominals Batman, those foxes gonna be ripped. I went ahead and did a quick and dirty Kygarra from the Citrus heads also. These are redguards:
NightroModzz Posted July 16, 2017 Posted July 16, 2017 By ripped, are you getting the fox race confused with the Renemon pic from the Race Project thread? Although, I am going to use those legs as a reference for the K9/wolf race. As for UVs, I might get Headus next month. If I do, I don't mind doing some UV edits.
Voldearag Posted July 16, 2017 Posted July 16, 2017 Those Kygarras' narrow eyes and sneering lip do remind me of the redguards. I hope I like that K9/wolf race a lot, you can do it.
Bad Dog Posted July 16, 2017 Author Posted July 16, 2017 No, Blaze worked up some fox textures for the Fennec race. I just got around to picking them up for the Bretons. I'm feeling happy. Bretons are the last of the race swapping I have to do. When they're done it's just cleanup, really.
NightroModzz Posted July 16, 2017 Posted July 16, 2017 I hope I like that K9/wolf race a lot, you can do it. Lol, I know I can. It's just a matter of when and how lazy I will be along the way.
Bad Dog Posted July 18, 2017 Author Posted July 18, 2017 Okie dokie, peeps and pervs. All the races are updated, including children and afflicted. All the new races are using species-relevant skin tones, facial coloring, and paint. So I celebrated by taking a few pics. Updated plans for V3.0: Update the races (done): Nord -> Lykaios/Wolf (no change) Imperial -> Vaalsark/Jackal (no change) Breton -> Fox Redguard -> Kygarra/Hyena High Elf -> Cheetah Dark Elf -> Panther (no change) Wood Elf -> Tiger Orc -> Sabrelion Better feline and canine feet, thanks to Nightro (feline are done; I hacked in a canine modification that I am NOT happy with so I can just drop in Nightro's when they're ready) Better skeleton positioning using the high-heels mechanism (done). Still need to check that all animations work properly and keep feet on the floor. Clean up the race options for realsies: Skin tints, hair color, and eyes make sense for the race, e.g. tigers are shades of orange rather than the bosmer tints. (done) Tattoos and face markings make sense for the race. Some races (cheetahs) may get additional face paint and facial markings, e.g. different spot patterns so they're not all the same and face paint that works with their distinctive markings. Re-do the reachmen tatoos to lie properly on animal faces. Make a few new face paint options that work with muzzles. (Not sure how far I'll really go with this. I ran through the warpaint and I'm mostly happy enough with it on the new heads. I revised some specific paints and fixed the female paint to go on the female heads.) Feline races get the high-quality Citrus heads. Thanks to Nightro and Blaze, many of the feline races get unique heads. Kygarra gets a Citrus head too. (done. will drop in leopard head when Nightro gets that done) Some better textures for existing races. (done. Might still fiddle the foxes some) Children for the races which now have children (done) Maybe see if I can get at least the dark elf tattoos to show up on dark elves. Have a go at making old versions of the various races. Simple—just white around the muzzles and generally lighter. Additional furrified load screens and statues. I don't want any humans in the load screens. New mechanism for schlongs which makes it easier to add races with schlongs. Will retrofit to BD Hoodies. Adjust the female schlong to not cover the vagina, since that's independently articulated now. ETA end of summer--say early September. I'll probably release an alpha that has all the substantial changes, then follow up with a final version that adds some minor textures and load screens.
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