Blaze69 Posted July 30, 2017 Posted July 30, 2017 (edited) First and foremost: I'm finally back home, and while my stay will be short and I'll be gone by Saturday, in the meantime I have access to my main rig and my tools again, so if there's something you need me to do/I can help with, make sure to let me know. I can't guarantee I will actually manage to do anything productive, but at least I'll try. Otherwise, as I said, I'll be off the modding grid until September (though I'll make sure to log in from time to time to see how things go ). @Nightro, Those heads look great, really looking forward to seeing them ingame and working on the sabrekitties, lol . Also looking forward to the tiger heads as well; the standard Khajiit heads look okay on them, but I miss a more, well, tiger-looking head shape, so I'm sure your heads will turn out great, just like all the others. @Bad Dog, Some more comments: You may want to check out the Argonian feet, at least the male ones. I keep getting sporadic CTDs whenever the game loads an Argonian NPC (or PC as well), and according to CrashFixes, the very last loaded meshes are the feet ones. Since I use a plantigrade config at the moment, I replaced YA's Argonian feet with the original SOS human feet meshes and textures and the CTDs seem to be gone, so I'd say there's something wrong with YA's meshes. Everything seems to be fine in NifSkope, but then again, I recall something similar happening with some UNP SFW Bikini meshes (NifSkope values are fine, but the mesh is very CTD-prone). . Speaking of Argonians, while for males I used the SOS human feet, for females I came up with a tweaked version of the Argonian Raptor Feet meshes. I basically ran them through Blender's Subdivide and Smooth Vertex tools, and then tweaked some overlapping UVs and texture bugs. They are now actually smooth instead of blocky, while keeping a sensible vertex count (~6k, half of the one from UUNP Feet). I could take some pics later and send you the meshes if you want to check them out; they may be a good placeholder plantigrade mesh for Argonians until better ones are made. The "heels" could easily be lowered to turn them into fully plantigrade instead of the slightly-digi stance they have by default, for example. . The male Vaalsark textures seem to have a mismatch at the wrists. Looks like they use standard Khajiit hand textures instead of Vaalsark-tweaked ones (IIRC, while based on Khajiits, Vaalsark textures are a different shade of grey at the arms/wrists, and that's why using them with Khajiit textures causes a mismatch). With all the fiddling I've been doing with textures, I could have caused it myself and be specific to my setup, but I wanted to bring it up just in case. . The panther textures could use some work; they are far from seamless, at least in areas like the wrists and thighs. This may not be noticeable in some situations, but with the right lighting/ENB and a lighter skin tone, it gets visible. Not something prioritary, but if it could be fixed, that would be good. I can fire up Mudbox and try to blend the seams in the diffuse, but any actual texture detail would be up to you. So let me know if you want me to give a shot at seam blending. . The "smooth" female feline normal maps (i.e. the one used on Khajiits, Tigers and Panthers) have some seams as well, in the same areas as the panther diffuses do: thighs, ankles, wrists, etc. In vanilla lighting and most ENBs (which blur/smoothen the normal detail) this is barely noticeable, but with some configs or lighting setups that highlight the normal detail instead, they become visible. Again, not something critical, but would be good to fix or at least to reduce, if possible. Males seem to be okay; only maybe some slight mismatches at the wrists too, but nothing else. . I've mentioned this before, but I'll say it again just in case: the Kygarra/Snow Leopard normal maps cause a visible mismatch at the neck, because the upper chest in the body textures is smooth (like the breasts), but the head normal map has a furry neck. Not sure if Nightro will create a hi-poly Kygarra head for normal baking or he'll stick to the ingame head mesh only, but in any case, it may be a good idea to either smoothen the neck normal to fit the torso or tweak the body normal map to add ruff right below the neck (and match the head normal). This mostly applies to females, though males have it as well IIRC. That's all so far. I am aware most of the comments (except for the first two) are mostly me being a bit OCD about details, but I thought I should point those out for the record. They are by no means critical or anything like that . Edited July 30, 2017 by Blaze69
Bad Dog Posted July 31, 2017 Author Posted July 31, 2017 Nothing wrong with being a little OCD. I'm guessing most of the seam mismatches are actually in the normal. I think I addressed that in the last few weeks, but will re-check. The male smooth MSN has some chest fur which probably makes a better match to the head, which the females don't have. I'll have a look at that.
NightroModzz Posted July 31, 2017 Posted July 31, 2017 Here is a picture of the male tiger. Not sure if I'll change anything, so I'll upload it tomorrow or when the female tiger is finished. @Blaze69 Yes, I will make kygarra mesh normals, but isn't high on my list. It will likely be after all of the rest of the high poly cat heads, but those aren't prioritized at the moment either.
Rockat Posted July 31, 2017 Posted July 31, 2017 First and foremost: I'm finally back home, and while my stay will be short and I'll be gone by Saturday, in the meantime I have access to my main rig and my tools again, so if there's something you need me to do/I can help with, make sure to let me know. I can't guarantee I will actually manage to do anything productive, but at least I'll try. Otherwise, as I said, I'll be off the modding grid until September (though I'll make sure to log in from time to time to see how things go ). -snip_ The male Vaalsark textures seem to have a mismatch at the wrists. Looks like they use standard Khajiit hand textures instead of Vaalsark-tweaked ones (IIRC, while based on Khajiits, Vaalsark textures are a different shade of grey at the arms/wrists, and that's why using them with Khajiit textures causes a mismatch). With all the fiddling I've been doing with textures, I could have caused it myself and be specific to my setup, but I wanted to bring it up just in case. I found that if I used the leopard textures from the masculine/feminine kahjiit mod that I'd get mismatched wrists with the Vaalsark and Kahjiit, while the standard stripes textures caused no problems. I'd show screen shots with the load order on my second screen, but I've got to rebuild my mod setup after trying and failing to use NMM (shouldn't have removed MO or deleted my clean Skyrim archive). It might just be a simple overwrite issue since I had the same problem with the Kygarra until I re-organized the overwrite order manually. Despite nothing overwriting or taking priority over Yiffy Age other than the patches, alternate start, XPMSE and acquisitive soulgems.
Shadowscale Posted July 31, 2017 Posted July 31, 2017 Decided to get back into Skyrim again so decided to edit my mod set ups to include this mod again. Occasional Dremora added from other mods not getting feline heads, but for the most part its fine. Using the fox textures along with Hormones mod and made a male fennec. Already coming up with a backstory and sort of journal of progress (in my head atm).
NightroModzz Posted August 1, 2017 Posted August 1, 2017 Tiger heads are done! All that's left for the cats are the lions, but I'm sure those will only be in the recourse files for someone else to use, unless Bad Dog want's to use them. After that, I'm gonna update the detail of the base khajiit heads in DKH which will soon be Khajiit Overhaul. @Bad Dog or Blaze69 - Is the high poly Khajiit tail you/Bad Dog made compatable with other Khajiit tail textures? I think I remember Blaze saying that the UVs are different (don't match).
Blaze69 Posted August 1, 2017 Posted August 1, 2017 @Bad Dog or Blaze69 - Is the high poly Khajiit tail you/Bad Dog made compatable with other Khajiit tail textures? I think I remember Blaze saying that the UVs are different (don't match). As far as I know, the only hi-poly tail BadDog made is the Snow Leopard one, and the thing with it is that he used the male tail for both males and females. Since the vanilla male and female Khajiit tails have different UVs, that would mean those can only be used with male textures. It may be possible to transfer the female UVs to the hi-poly mesh, which would solve it; otherwise, making a hi-poly version of the female tail should be easy (probably running a Subdivide in Blender will be enough). But BD would have to be the one to confirm this.
NightroModzz Posted August 1, 2017 Posted August 1, 2017 @Bad Dog or Blaze69 - Is the high poly Khajiit tail you/Bad Dog made compatable with other Khajiit tail textures? I think I remember Blaze saying that the UVs are different (don't match). As far as I know, the only hi-poly tail BadDog made is the Snow Leopard one, and the thing with it is that he used the male tail for both males and females. Since the vanilla male and female Khajiit tails have different UVs, that would mean those can only be used with male textures. It may be possible to transfer the female UVs to the hi-poly mesh, which would solve it; otherwise, making a hi-poly version of the female tail should be easy (probably running a Subdivide in Blender will be enough). But BD would have to be the one to confirm this. If it can be transferred, I can do it in Zbrush too. But the thing is, whenever I only morph the tails, you and Bad Dog says that it is broken somehow which I don't get why that is. And also if possible, would like to subdivide the ones I already morphed. EDIT: Wait! I think that's because you said you had the snow leopard tail as you're base khajiit tail right? Which is why you couldn't get it to morph in Bodyslide?
Blaze69 Posted August 1, 2017 Posted August 1, 2017 EDIT: Wait! I think that's because you said you had the snow leopard tail as you base khajiit tail right? Which is why you couldn't get it to morph in Blender? Huh, hum, maybe? I can't remember right now, lol ; I will have to go through the posts to clear things up. But anyway, I take it you want to work on a tail with a higher polycount that the vanilla one, right? Then I could send you the leopard tail OBJ, and knowing which mesh should I import it to and provided the editing process goes as intended (with all the head tweaking you've successfully done I assume that's a given), there shouldn't be any problem with that. But we're back to the same again: it's the male tail only. I think it's better to wait until BD confirms he can transfer the female UVs to it (which would mean you only need to tweak it once and that mesh will work for both genders) or he makes a hi-poly female one (which would mean you need to tweak the two separate meshes). Otherwise, you may be wasting your time a bit.
NightroModzz Posted August 1, 2017 Posted August 1, 2017 I think it's better to wait until BD confirms he can transfer the female UVs to it (which would mean you only need to tweak it once and that mesh will work for both genders) or he makes a hi-poly female one (which would mean you need to tweak the two separate meshes). Otherwise, you may be wasting your time a bit. Well the default tails actually come into Zbrush with the same shape and size, as well as the position. there is only a one verticy higher difference I think for the female tail. Very slightly different girth when overlapped. So I don't know the in-game size difference. But yes, edit it once, duplicate it, then transfer the female UVs to the duplicate.
Bad Dog Posted August 1, 2017 Author Posted August 1, 2017 Just ran around Whiterun with all the scripts and ENB (!) active, and had no problems on my not-great rig. I'll do a more real test of running without scripts in a bit. (I think the scripts can just be removed and everything will work. No erections and sitters will float, but it will work.) Nightro, I don't think I have final canine feet from you. I had a trial version a while back, but I think not the final. Let me know if I should expect that. Otherwise, I'll do a cleanup walkthrough of all races and re-facegen stuff and release an alpha. I'm not happy with, e.g., face tints on the tigers which mostly look stupid because they are so highly patterned. Hey, does anybody have good niftool chops? I'm trying to get load screen nifs to export in a reasonable way and they just won't. Some of them (the high elf and orc, for two) just refuse to export all the parts in their position--they return the part to the rest position no matter what I do. I figure there must be some way to do this, but I don't know what it is.
Blaze69 Posted August 1, 2017 Posted August 1, 2017 Otherwise, I'll do a cleanup walkthrough of all races and re-facegen stuff and release an alpha. I'm not happy with, e.g., face tints on the tigers which mostly look stupid because they are so highly patterned. Good to hear. I may even get to play with it before I'm gone again, yay! But no rush, of course. It's not like I would get to do that much even if that happened anyway; my next serious playthrough won't happen until I'm back. But it would be great to get a taste of the new races, even a small one. Gotta scratch the yiffy itch somehow, lol . Hey, does anybody have good niftool chops? I'm trying to get load screen nifs to export in a reasonable way and they just won't. Some of them (the high elf and orc, for two) just refuse to export all the parts in their position--they return the part to the rest position no matter what I do. I figure there must be some way to do this, but I don't know what it is. I don't really know anything about load screen meshes, but maybe it has something to do with NifSkope transforms? Or some wrong export settings?
NightroModzz Posted August 1, 2017 Posted August 1, 2017 @Bad Dog - Also waiting for the K9 feet test results so I can continue on that. Fukkit, lost the bubble on those feet. I'll get back to you tonight, I hope. Nightro, I don't think I have final canine feet from you. I had a trial version a while back, but I think not the final. Let me know if I should expect that. Well that's all I got from you. No further instructions. I assume the test result didn't go well after changing the shape of one of the toes, main paw pad, and you lost the deformation from the plantigrade version morphing back to the digigrade position? Only the plantigrade version was made available to me, and not the one I gave you in digiform+claws you already positioned. So with that reaction, I assume you want me to make a new mesh instead of morphing it correct? Well your gonna have to wait longer until after I learn Quad Draw and use Quad Draw first on my female model, because I would like to use it too.
Bad Dog Posted August 2, 2017 Author Posted August 2, 2017 The last conversation I recall was when I told you go ahead and do what you wanted with making a version with a dewclaw, and I'd make it work. I started out saying I wanted you to stick with the current UV, but after you started describing what you wanted to do I decided it was a cool enough idea that I could do the extra work to remake the UVs and the textures. So if you get me something I'll deal and if not I'll go with what I have. Edit: This is the post where I commented on your feet: http://www.loverslab.com/topic/66220-yiffy-age-of-skyrim/?p=1965087
Bad Dog Posted August 2, 2017 Author Posted August 2, 2017 How do people feel about separating the schlongs into their own ESP, the way SOS does? Chosen Clue has just given me the clue (heh, also more than the clue, hesheit gave me the code) to the new schlong mechanism in a more modular way. What I could do is put the base code in the main mod, and put all the schlongs in addons. That way if you wanted human-type schlongs without stages or special scripts you could have that, or beast schlongs, or anything else. Including not having an SOS dependency at all. I've been paranoid about limiting the number of ESPs but maybe it's better to do it this way. Also, tigers: Females need a bit of tuning, then I'll put them up.
NightroModzz Posted August 2, 2017 Posted August 2, 2017 Looking good so far. Will look way better with some touched up textures. Especially to touch up the snout, but also think the cheetah normal don't play nice with the tiger's face either.
Blaze69 Posted August 2, 2017 Posted August 2, 2017 How do people feel about separating the schlongs into their own ESP, the way SOS does? Chosen Clue has just given me the clue (heh, also more than the clue, hesheit gave me the code) to the new schlong mechanism in a more modular way. What I could do is put the base code in the main mod, and put all the schlongs in addons. That way if you wanted human-type schlongs without stages or special scripts you could have that, or beast schlongs, or anything else. Including not having an SOS dependency at all. I've been paranoid about limiting the number of ESPs but maybe it's better to do it this way. Well, I'm not going to hit the plugin limit anytime soon, so unless the thing gets ridiculous, a few separate SOS plugins should not be a problem. Plus, chances are I will go for a single schlong type per playthrough, depending on which mods I have installed (i.e. 0SA/0Sex and many heavy scripted mods would mean standard human schlongs; otherwise it's beast sheaths, and so on); having the option to not load the ones I won't use and thus get rid of the SOS menu clutter and the extra scripts when applicable sounds good. So, as far as I'm concerned, yeah, go ahead.
NightroModzz Posted August 3, 2017 Posted August 3, 2017 Heads up. Going to be out of town for 1-2 weeks, but gonna see what I can do about working away from home.
Yuni Posted August 3, 2017 Posted August 3, 2017 I would like it, to separate the schlongs into their own ESP. =O Thanks for asking.
NightroModzz Posted August 4, 2017 Posted August 4, 2017 Found something interesting that I thought I should share. Will definitely use when I seriously start playing Skyrim. FusaFusa Project - Fluffy Animals Also, look at this. It's by the same author. Seems like Voidearag has already come across it. It Would be interesting to try and implement thins for khajiits, but think the future body and normal maps would be fine. The only fur thing I'm interested in right now is NeoFur, so if I do try and do it, it won't be for a long time. Unless someone else want's to try or does it before me.
27X Posted August 4, 2017 Posted August 4, 2017 Looks great in FAST motion and not bad on quadrupeds, looks blurry as hell in idles or slow motions (because it is) and not so great on bipeds. It also shithammers detail hard, so you really don't want to use it on faces or heads other than the back of the neck or top of the head. Tekkens 7's Kuma and Panda use it and it works there because of their overexaggerated expressions and anatomy, on something like khajiit and felines not so much, especially if you have an ENB designed to make details and contrast pop.
boo Posted August 4, 2017 Posted August 4, 2017 ^ Same conclusion I came to when considering possible applications of the technique. It would also require independent body meshes which is a hassle. SSS in ENBs really help Khajiit textures look appropriately "soft" imo.
27X Posted August 4, 2017 Posted August 4, 2017 Pretty much. I use a "reversed" (colors) duplicate of the diffuse for the sk file, and it provides excellent dithering without fucking over detail, except for the head which I leave alone to preserve detail.
NightroModzz Posted August 4, 2017 Posted August 4, 2017 True, not so great as is. NeoFur can somewhat be the same if not done well enough. But that's just it, if it is done well enough or not. Also, software limitations, mesh, and texturing methods.
Blaze69 Posted August 4, 2017 Posted August 4, 2017 (edited) [...] SSS in ENBs really help Khajiit textures look appropriately "soft" imo. A bit off-topic, but do you have any specific SSS settings that would enhance the look of fur (i.e. the skins of this mod)? I've been tinkering with Orcs lately (because they are the last humanoid species in my Skyrim and they'll be gone, so I wanted to do something with them before that), I've realized SSS has a pretty noticeable effect on human skins, specially with the one from Tetrachromatic ENB coupled with Fair Skin's SK files, but it doesn't seem to look as good on furries. If there is anything else I could do to change that, I want to know. True, not so great as is. NeoFur can somewhat be the same if not done well enough. But that's just it, if it is done well enough or not. Also, software limitations, mesh, and texturing methods. The difference is I'm pretty sure Unreal can actually handle good-looking and realistic fur, unlike Skyrim and it's outdated and crappy Gameybro Gamebryo (crap, I never get it right) rebrand "Creation Engine". Edited August 4, 2017 by Blaze69
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