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Posted (edited)

 thought of that many times before. The high poly mesh is still a none human head. So making it high poly would still split the skull and I doubt I can perfectly align them back. That work is too delicate. Unless you want me to make a low res normal.

 

EDIT:

 

Example https://gyazo.com/e0ae418d469fc7ed90d021566a33019e

 

Plus I think making normal are more preferred with a high poly quad mesh before the low poly tri conversion.

You could always remove and weld the duplicate vertices, that should remove any kind of tearing and seams and keep the shape intact no matter how many times you increase the polycount. The "exact vertex count and order" is only a requirement for the ingame mesh itself, but I don't see why we would have to do the same for the hi-poly version created to sculpt and bake the normals.

 

EDIT: To clarify, you would take the finished head meshes, and then clean them up so they don't break when increasing polycount or whatever. Then, you create the higher-poly version of it, turn it to quads if necessary or anything else you need (you intend to do that in ZBrush, I assume). Sculpt as much as you want, and then bake the normals for the low-poly version. As long as the shape and UVs are the same as the ones of the ingame mesh, the textures should work fine.

Edited by Blaze69
Posted

"remove and weld the duplicate vertices" I will have to look up a tutorial for that because I never really had to do that yet.

Read the edit of my previous post to see a (hopefully) better explanation of what I mean. As for welding and removing the duplicates, I don't know about ZBrush, but in Blender it only takes like two clicks, it's pretty neat. I can do that for you if you want, just send me the head mesh when it's done and I'll send you back the welded version for the hi-res sculpting.

 

Incidentally, I just realized if we get the whole process to work, you can use it to sculpt all the detail you want on the skin and then generate the normal maps to match the future new textures. That is how normal maps are supposed to be generated after all. Same would go for the bodies for the body textures, but those should have no issues when upping the polycount as far as I know.

Posted

 

With this, the idea grew into giving them some backstory just like with the other NPCs added by the mod, but I don't have anything specific for any of them, except for maybe Kanet (and in her case it would only be that she was born and raised in Hammerfell and she is in Skyrim for some reason I have not though about yet).

 

As for Jena, I simply tweaked her appearance a bit, but nothing drastic; I would want to do something more for her, though. Any ideas or references would be more than welcome. The thing is, I'm not really sure about her backstory and such, so I don't have any "background clues" as to what she may look like, and while I've done some research on Jackal characters on our most prolific character source (aka e621  :P), I don't have anything yet.

 

(Somewhat Off-Topic): what I have learnt so far from my research is that it seems to be common to design jackal characters as having black or dark/midnight blue fur and then adding golden details, be it with things like jewels, rings, piercings and such or with stuff like markings and patterns (and even making the naughty bits golden, which turns out looks way better than I would have thought :P). It draws heavy inspiration from Egyptian mythology and more specifically Anubis, as evidenced by the designs themselves (many Eyes of Horus and Anhks and such) and the e621 tag itself ("Anubian jackal").

 

Sounds good. Perhaps she left Hammerfell, not wanting to continue fighting the Thalmor, who are playing the "long-game" when it comes to this conflict? Maybe she still wants to fight, but she is focusing on relaxing, waiting for an opportunity to present itself. 

 

I'm thinking Jena was going to be joining the Legion soon, with some urging from her brother. A day before she was to leave for Solitude, she receives a letter, explaining that he had been wounded in the escape of a man charged with treason - Ulfric Stormcloak. Arriving in Solitude two days later, she was able to speak with him, but hours later, she was informed that he had succumb to his injuries. Instead of joining as she originally intended, she left Solitude, wanting to get far away from the conflict. 

 

As for her and Fenran...scappo. Might not be able to get that hair for her, but maybe if the "Macho" style from KS Hairdos can be converted for him?

 

As for the Imperial/Vaalsark, well, I've had this idea that the designs should look more Egyptian, like the Imperial Armors and weapons(which there are only two, the Sword and Bow, though Soldiers will use the crossbow too, I think). There are a few mods for armor like that on the Nexus, made by Neo. I'm certainly not suggesting a complete overhaul though, just the armor/weapons if the idea is good enough. Probably as an optional add-on though, since some may prefer the armors/weapons to stay vanilla.

Posted

Sounds good. Perhaps she left Hammerfell, not wanting to continue fighting the Thalmor, who are playing the "long-game" when it comes to this conflict? Maybe she still wants to fight, but she is focusing on relaxing, waiting for an opportunity to present itself. 

 

I'm thinking Jena was going to be joining the Legion soon, with some urging from her brother. A day before she was to leave for Solitude, she receives a letter, explaining that he had been wounded in the escape of a man charged with treason - Ulfric Stormcloak. Arriving in Solitude two days later, she was able to speak with him, but hours later, she was informed that he had succumb to his injuries.

 

As for her and Fenran...scappo. Might not be able to get that hair for her, but maybe if the "Macho" style from KS Hairdos can be converted for him?

 

As for the Imperial/Vaalsark, well, I've had this idea that the designs should look more Egyptian, like the Imperial Armors and weapons(which there are only two, the Sword and Bow, though Soldiers will use the crossbow too, I think). There are a few mods for armor like that on the Nexus, made by Neo. I'm certainly not suggesting a complete overhaul though, just the armor/weapons if the idea is good enough. Probably as an optional add-on though, since some may prefer the armors/weapons to stay vanilla.

I was thinking about a similar story for Kanet. She was born and raised in Hammerfell, probably in a main hub like Sentinel. She wanted to be a warrior, just like many Redguards, but she also wanted to fight the Thalmor. Being accepted in the ranks of the Alik'r, she was trained and tested in battle, but realizing there wouldn't be any major confrontation between Hammerfell and the Dominion forces (with Hammerfell having won the war but being heavily damaged as a result), she decided to leave indefinitely and move to Skyrim insted, where she could relax and enjoy some rest while at the same time potentially do some inquiries about the local Thalmor contingent (like in Northwatch Keep, for example) in case she could get some valuable intel. And that's where she is, relaxing at the hot springs. Also is of note that I picture her to be relatively young, (maybe in her mid/late 20's or so tops), so while she has most certainly proved herself in battle, she's not a "veteran" or anything like that.

 

As for Jena, that sounds pretty good. Nothing to add there. Really nice pic, BTW :P. It just so happens that vanilla elves have a hairstyle very similar to that available, but I don't think I could properly port it for use with beast races. I will have to check the KS beast hairs and see if there is anything similar to that (or at least something I think would fit her). For the record, my Vaalsark preset that I mentioned earlier (and which I deleted by mistake  :s) used the "Skrillex" hair from ApachiiHair Females, so I may give that one a shot.

 

Also, as I said, I really like that black fur design, and while the golden markings or bits are probably a no-go, her having a black fur coat instead of the dark brown/grey with the light belly that is default for the jackals isn't that much of a stretch. I'll see if I can get the Panther textures to match, and if so I'll give her a custom black skin :shy:.

 

With Imperials being now Jackals, and the whole Anubis connection, I agree it would be nice to give the Legion a more Egyptian look. Rome doesn't quite fit for Jackals, after all. In fact, the Roman style the Legion has would perhaps be more fitting for wolves, what with the story of Romulus and Remus and the Capitoline Wolf and so. But the only problem is, while Neo has two great Egyptian-themed armors (Inpou/Anubis and Horus), those are intended as some ceremonial or decorative outfits, but there isn't any actual "Egyptian warrior" armor, and I don't think having the Legionnaires fighting in ceremonial non-protecting outfits would look right. I'll surely keep it in mind, but I don't think we can do anything like that, at least not for now.

Posted

Okay, this is how things look. As intended, I've added some items belonging to each specific NPC around the camp. I decided to assign the two tents and bedrolls to Kanet and Jena, while Izumi and Haru share the extra uncovered bedroll. Fenran doesn't have any bed, but there isn't any actual room for an extra tent/bedroll around. Let's just say he has his bedroll stashed somewhere and he takes it out whenever needed. Also there is nothing preventing him from sleeping on the ground just like that. He's a wolf, after all  :P. Some pics:

 

 

Jena's tent, with a bow, a dagger, and some arrows, and some set of light armor. All of it is leveled, so if you visit the camp at higher levels, the equipment will be better. The bow, dagger and arrows are set to be the best available at the current player level, while the armor is limited to more mundane stuff like hide, fur or leather; nothing too fancy. I may change it in the future, though.

 

 

Kanet's tent. There is yet another set of leveled light armor alongside a sword (which are all again set to be the best available at the current level). There is also a (fixed) scimitar, and a knapsack with some Alik'r gear (in line with her previously mentioned gear) and some other misc items. Any item relating to her background (like for example a letter, as I mentioned earlier) will probably be put inside the knapsack.

 

 

I used the table to place Fenran's stuff. Not only due to there being no room for his own tent, but also because considering his stablished taste for alcoholic beverages, you would expect him to be close to the booze  :P. There is yet another set of light armor ('cause he's set to Barbarian class), and a leveled random 2H weapon.

 

Also in the pic you can see a Dibella statue and shrine; those are not added by this mod but rather by the Sisterhood of Dibella mod, which also adds a Sister to the camp. I just wanted to take the pic to show this mod is compatible with the Sisterhood (and also because I forgot to deactivate that plugin, lol :angel:).

 

 

The previously mentioned Sister added by the SD mod. Note that she's supposed to wear the bright orange hood from the original mod; she uses a black mage hood instead because I haven't tweaked the SD mod yet to point to beast meshes instead of human ones.

 

 

And this is how Jena looks. That is as good as I managed to get the Panther textures to look on her. It's just that the Skyrim engine was sadly never meant to be used with black body textures for the characters, so getting it to look good is pretty hard. Still, it doesn't look that bad either. We'll see whether she stays as-is for the next update or I remove her custom skin and return her to be a standard jackal.

 

BONUS: while taking the pics for this post, I was also testing some other thing at the same time. I tinkered a bit with the Skaal clothes replacer from Remodeled Armor, and I've successfully made them compatible with SOS for females. The default clothes have an extra fur layer right at the front of the skirt that caused clipping with schlongs, so I created a new zap toggle to remove it.

 

I think it looks good; it's arguably not as protecting from the cold as the vanilla design, but I figure the Skaal have adapted to the cold after all this time, and they are all tough wolves used to the harsh climate. Plus, in this case the female version is more covering that the SOS male revealing one (which only includes a mantle with the hood and a belt, lol). As for Naraya (aka my char), well, I guess she doesn't need that much protection from the cold anyway, what with being a Snow Leopard and having a fluffy fur coat and stuff. Plus, she gets to show off her neat sheath, which is always a plus  :P.

 

 

 

Side note/off-topic:

I've always had a thing for furries wearing modern casual clothes, and more specifically things like tank tops, jeans and hoodies. The Skaal clothes are the closest thing to a hoodie that you can find in the vanilla game, and they are completely lore-friendly on top of that. That's why I decided to tweak a piece of gear that is otherwise not featured in most playthroughs.

 

This is just as to not be extremely lore-breaking while doing a standard playthrough, though; the Aether Suite does include a very nice selection of modern clothes, so I'm pretty happy with that  :lol:.

 

 

Posted

So, a few things...

 

-Added a "Culture" section to the Legacy book. Currently describes a bit about Selachii Art, and their views on Religion. 

 

-Added another entry for Mizuno's journal. Which solves a bit of a problem, that being the need to copy and rewrite parts of the Legacy book for a "censored" version. Well, with Mizuno's actions, it doesn't need to be seen in-game. 

 

-Added two more entries for Izumi's journal. Included is a bit of Kanet's backstory(which I may expand upon with something else, I'm not sure). For the most part, this can be considered done. 

 

Most of this added to the relevant documents, save for some to be written parts for the Culture section of the book. 

 

Also, a few bits from the second chapter of "Darkness":

 

 

 

The thought had occurred to me. Would I be nothing more than a decoration to line these spacious halls? A trophy she takes, and barely has any concern for, other than keeping in her possession? I had no way to know. But in spite of that, I did not think that was the case, either. Mostly since every word she had spoken to me, was nothing short of a kindness, that I had never seen before. Even if I was in for torture, mistreatment, or perhaps a short-lived death, I had trouble really believing in the paranoia. 

 

 

 

 

 

...It was more than just her body, which in itself was an exquisite creation, but it was also the rest. Her knowledge of magic, of the mortal art known as Necromancy, and perhaps even whatever else took her fancy. The explanation of this came as I entered, walking past magical trinkets, various rooms lined with books, and smiling servants that seemed happy to bare everything in service of their mistress. But it was no ploy, no show for a new guest. No, they were genuine expressions of their feelings, especially the few who she had directed to attend to me.

 

 

 

 

 

The bath itself was, long. I seem to have lost track of time, even if I knew such a concept did not matter. It was a young male who woke me, offering a towel as I stood, water dripping down the surface of my body, and I could see him blush, as he turned, hiding something. I knew what it was, and before I could say anything, he left the room, just as another servant entered, this one a female, with a knowing look on her face. She started to explain, and apologize, but I shook my head. She still said it, as she gave me a robe to wear, and led me to a large dining hall. 

 

 

 

As for your past post Blaze, I'd say things are looking pretty good. Those textures for the Vaalsark/Imperials....Yes.  :P Also, I had that same problem with the Lumi character I posted shots of(in the Futa thread) since she is meant to be closer to a Drow in appearance. Darkest I could get it was a grey, and I went more for a bit of blue/purple instead. 

Posted (edited)

:heart:

 

 

1vJrgcup.jpg

18MBwoyw.jpg93uojGH7.jpgTi1Eb3hF.jpgINUNam0Q.jpglFm0AaqR.jpg6kBVJpHC.jpgnc5RIWhW.jpg

 

 

Wow, that looks awesome! Your character looks great, and the pics are very well done. Top-notch screenshooting quality. Thank you, and kudos for that :D!

 

So, a few things...

 

-Added a "Culture" section to the Legacy book. Currently describes a bit about Selachii Art, and their views on Religion. 

Nice, took a quick look at it and it sounds good to me.

 

-Added another entry for Mizuno's journal. Which solves a bit of a problem, that being the need to copy and rewrite parts of the Legacy book for a "censored" version. Well, with Mizuno's actions, it doesn't need to be seen in-game. 

Less work for us, and that right there is a very plausible explanation for the lack of the ingame censored version of the book. Nice.

 

-Added two more entries for Izumi's journal. Included is a bit of Kanet's backstory(which I may expand upon with something else, I'm not sure). For the most part, this can be considered done. 

Well, well, Kanet turns out to be quite a naughty girl...  :P. But hey, I'm sure Haru liked it very much, and Izumi doesn't seem to have any issues with enjoying the company of Kanet herself either. That means everybody wins, which is neat  :D.

 

Also you nailed her again in the last entry about her backstory, that's great. I may take care of adding an extra detail myself. Probably something like a letter from her former mentor/leader/whatever where they talk about her leaving the Alik'r for the time being, and perhaps even mentioned Kematu's group travelling to Skyrim, as a way to link it with vanilla events. Perhaps I could also add a PS note with some kind of mention to her, let's say, unique attitude, but I'm not really sure about that.

 

As for your past post Blaze, I'd say things are looking pretty good. Those textures for the Vaalsark/Imperials....Yes.   :P Also, I had that same problem with the Lumi character I posted shots of(in the Futa thread) since she is meant to be closer to a Drow in appearance. Darkest I could get it was a grey, and I went more for a bit of blue/purple instead. 

Yeah, I saw your pics. Same thing happens with vanilla female Dremora (or to be specific, their default racial appearance, because there isn't any female Dremora NPC in the vanilla game): their skin tint is set to "black", but ingame that translates into something between "dark chocolate" and "medium tan", depending on how dark or light your installed body textures are (for example, Real Girls would tend towards the former while Fair Skin would yield the latter).

 

Glad you like her looks, then I think I'll keep her like that. Now I'll have to try out the Inpou armor by Neo on her and see how she looks  :P. Shame there isn't any mod that includes things like earrings, piercings, tiaras and similar jewelry for beast races; the gold would make a very nice contrast with the black fur and probably look great as shown on the Anubian Jackal desings. Oh, well. I guess the gold of the armor itself will have to do, and I think I saw some golden body piercings with chains and stuff that could look good on her. Will have to do some searching around.

 

Anyway, her appearance is not fixed yet; I still want to see if I can give her a nice hair, and also I may tweak her skin tint to be lighter, more akin to midnight blue than to standard black.

Edited by Blaze69
Posted

Would have had them today, but went to a last minute event. You can expect the new heads tomorrow. Just fixing up the female a bit more, need to place the mouth and eyes, then the new UVs. So you can expect them sometime tomorrow.

Posted

I have to admit, this not exactly perfect. If only because the intent behind this character is rather difficult to pull of appearance-wise. The look is meant to be a white/grey, but flush with blood. Getting that exact is tricky, and going for a more fleshy tone does not really work the same way. 

 

Otherwise, this character is meant to be involved with Namira's quest(She just travels to Namira's shine and attends the "party" like the rest), and thus is similarly a cannibal, like others related to the quest. Maybe that exact term does not fit, since she may be more suited to eating flesh and other viscera than the others would be. She would probably be rather nice to the PC, and much more so after completing Namira's quest, and obtaining the Ring. Though not exactly to the extent of being a optional follower, Though maybe if she could feed on dead NPCs, similarly to how the player can with the Ring. I know there is an NPC who possibly does it, but I have not seen that encounter before. 

 

post-62699-0-90237200-1488953053_thumb.pngpost-62699-0-05927600-1488953098_thumb.pngpost-62699-0-22184500-1488953149_thumb.pngpost-62699-0-53688700-1488953221_thumb.png

Since I think either option can work, I've shown off how both schlongs look on her. 

 

Selachii-NPC-Shoku.7z

 

In terms of writing for her, it may be something like a list of those she is interested in, though none of them would need to appear in-game. Though it may note existing characters, perhaps some she can't go after. It may reveal some things about her past, though not in detail, since most of it is meant to be a mystery or up to the player. 

Posted

I have to admit, this not exactly perfect. If only because the intent behind this character is rather difficult to pull of appearance-wise. The look is meant to be a white/grey, but flush with blood. Getting that exact is tricky, and going for a more fleshy tone does not really work the same way. 

 

Otherwise, this character is meant to be involved with Namira's quest(She just travels to Namira's shine and attends the "party" like the rest), and thus is similarly a cannibal, like others related to the quest. Maybe that exact term does not fit, since she may be more suited to eating flesh and other viscera than the others would be. She would probably be rather nice to the PC, and much more so after completing Namira's quest, and obtaining the Ring. Though not exactly to the extent of being a optional follower, Though maybe if she could feed on dead NPCs, similarly to how the player can with the Ring. I know there is an NPC who possibly does it, but I have not seen that encounter before. 

 

Since I think either option can work, I've shown off how both schlongs look on her. 

 

In terms of writing for her, it may be something like a list of those she is interested in, though none of them would need to appear in-game. Though it may note existing characters, perhaps some she can't go after. It may reveal some things about her past, though not in detail, since most of it is meant to be a mystery or up to the player. 

Well, you did a pretty good job on the skin anyway, but it is true that getting such effect is hard, specially if you can only work with the skin tone color and nothing else. She could be given a custom skin with the "blood flush" thing being part of the base body texture itself rather than via the skin tone, but I wouldn't even know how to create such textures. In the meantime, this should do just fine :shy:.

 

As always, will have to check out the stuff for her schedule and AI and stuff. Didn't know that thing about any NPC encounter feeding on corpses just like the player with Namira's Ring, but I will have to check as well. And as for the writing, whatever you think fits best.

 

About schlongs, well. I would tend to say "human". Not sure why, but for some reason I think it would fit her better than the sheath. Otherwise she could be left as standard female (unless any of her story would require her to have a schlong). We'll see.

Posted

Here are the Gilless Sharkmer heads. The version without the new UVs. Just in case. The female has been tweaked and should be smoother, especially the fins. I also noticed that a part of the front left mouth was messed up for some reason, so I had to fix it.

 

I'll upload the ones with the new UV's as well as the new mouth and eye mesh positions a bit later.

 

EDIT: Sorry, forgot to export it correctly. Will re-upload.

 

 

Okay, re-uploaded them.

Gilless Sharkmer Heads.rar

Posted (edited)

Here are the Gilless Sharkmer heads. The version without the new UVs. Just in case. The female has been tweaked and should be smoother, especially the fins. I also noticed that a part of the front left mouth was messed up for some reason, so I had to fix it.

 

I'll upload the ones with the new UV's as well as the new mouth and eye mesh positions a bit later.

Great to hear. I have some stuff to do, but I'll make sure to check them out as soon as possible. I won't start working on getting them ingame until I have the finished ones with the new UVs, though. Nice work :lol:!

 

EDIT: Oops. No problem :shy:. Take your time

Edited by Blaze69
Posted

Okay, re-uploaded them.

Well, I decided to bite the bullet and try at least the new male head shape ingame at least to see how they deform with the morphs and stuff. The results are very promising! I couldn't see any distortion or weird shape when I tested the different phonemes and the facial expressions, and the mouth area seemed to match the movement of the mouth mesh itself flawlessly (though I can't be sure until I try the new mouth/eye meshes with the correct placement). Looking pretty good :lol:!

 

I'll start working on the new meshes for males and females once you post them and as soon as I get the chance. ETA for the update with the latest edits to the follower plugin and the new heads is the weekend, though as always I can't promise anything.

 

Also do keep me updated on your progress with the normals and the textures, whenever that happens. I can still use the current textures as placeholders (I will have to do some 3DS Max vodoo to transfer them from the old UVs to the new ones, but I think I can do it), but I would like to have the new textures for the heads so they can look as good as possible  :shy:. No pressure, though. You know the drill.

Posted

It's almost 5 in the morning, so will finish the rest tomorrow. The current UVs are 2048, are you fine with me changing them to 4096?

Geez, dude, please do go to sleep. I thought you had done so already. You take dedication to a whole new level, lol :shy:.

 

And sure, go ahead. The actual size of the UVs should not affect the way textures are read (meaning, I shouldn't need to upscale the textures or anything like that), so it should be fine.

Posted

Funny. I'm not sure if Zbrush is the right tool to position the eyes and mouth. Whenever I import the heads, they are always in the same space position. In comparison between the eyes and mouth, they seem to be in the right position or distance between each other. but they both appeared far bellow the heads. I brought in the the default argonian heads to see what they look like in the right position befor positioning it to the sharkmer heads, but that didn't work. Guess I'll wing it. They are the correct size however.

 

Would you be able to show me a pic of the default position of the eyes on the head mesh? mainly the citrus version since lizard-like eyelids were attached. Otherwise, you will need to do the eyes if I don't do it well.

Posted

Funny. I'm not sure if Zbrush is the right tool to position the eyes and mouth. Whenever I import the heads, they are always in the same space position. In comparison between the eyes and mouth, they seem to be in the right position or distance between each other. but they both appeared far bellow the heads. I brought in the the default argonian heads to see what they look like in the right position befor positioning it to the sharkmer heads, but that didn't work. Guess I'll wing it. They are the correct size however.

 

Would you be able to show me a pic of the default position of the eyes on the head mesh? mainly the citrus version since lizard-like eyelids were attached. Otherwise, you will need to do the eyes if I don't do it well.

I think I've mentioned this before, but there is something wonky about eye and mouth meshes. They are actualy placed where you see them when importing into ZBrush, but they are "lifted" afterwards using a skin transform. When exporting the .obj out of NifSkope, since the .obj format does not support skinning or anything like that, the meshes are reset to the default position aka down below the head.

 

It can be fixed by removing the skin transform from the mouth and eye meshes and leaving them with the right placement as the default. That way, they should retain the proper placement once exported out of NifSkope. I can send you the tweaked meshes without the transforms, but you will have to wait for a while. Sorry about that.

Posted

That's fine. The current tweaked meshes may not be compatible with the new ones. I'm not sure about the eyes, but they are placed. The mouth meshes are placed as well. I think the positioning is pretty good with the mouths. However, I needed to do some tweaking on the inner lips/mouth of the female head to match on the inside.

 

Gonna take a break before the UVs.

Posted

[...]

Okay, here you go:  They should be properly placed with respect to the Argonian heads when imported into ZBrush (or any other program) now.

Posted

Okay, another (very) small update. Turns out the CK messed up somehow the last time I opened the plugin and some of the items were deleted. I had to add them all back, but they are fixed now. While doing so, I took the chance to add some items for Izumi including her journal, but since there was no room for a tent or anything like that and I didn't want to add yet another Knapsack™, I opted for an alternate solution: an open crate. I think it turned out well:

 

 

 

I wasn't sure what other misc items to add, though, so I just picked the first things I thought wouldn't be that out of place. This has also the benefit of allowing the player to read the journal without needing to actually take it (because it's owned by Izumi, so it would be marked as stolen).

 

In another small edit, I was taking a look at the schlong assets again (mainly the human schlong ones), and I thought the texture didn't quite match, because the tip of the schlong was painted grey (this is a leftover desing from when I first painted the nipples dark grey just like the rest of the of the bits). I made a quick retexture that restored the original pink/red color from EvilReflex' Fair Skin schlong textures, and now it matches the nipples and female bits in color. I think it looks and blends better with the rest of the body, because having all of the bits be pink except for the tip of the schlong would be a bit weird. Still, I'm not 100% sure on this, so any opinions are welcome:
 

 

 

 

 

Last, but not least, I updated Jena's appearance again. This time I gave her the Skrillex hair from the Apachii Female pack, and also did some edits to the specular and stuff to make the hair blend better with the rest of the fur (since the hair is supposed to be the exact same fur, just longer than in the rest of the body). It's not a 100% match, and the specular may look a bit weird on the hair from some angles, but I think it's better than the original spec (which was non-existant). No pics to show yet, though; I still want to see if I can tweak it further.

Posted

Not sure what the problem is, but the UVs are becoming uneven, though I don't think it's a big deal. Are you fine with something like this?

 

https://gyazo.com/faab6d89a1bbb22ea3853dad495b220f

 

https://gyazo.com/5092d7c5e4f57ecdf4b7e0524d111864

 

I'm getting the hang of making UVs and If it's no problem, then I'll upload them tomorrow.

Well, having symmetric UVs and by extension textures is always better than uneven ones, but I guess it's not that much of a problem. It should be okay as long as there is no overlapping or anything like that. So go ahead  :shy:.

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