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Posted

Allright, I think I finish working on basic stuff.

New body with weight slider support, new (and slightly improved) textures, new head with new neck seam.
 

Spoiler

 

test01_0w.thumb.jpg.c8a445dfd992b7388f1129d822c26d0c.jpgtest01_50w.thumb.jpg.69ed5f7e87adaad115a448f1b985fa01.jpg  test01_100w.thumb.jpg.99bc210b41d918fd6221cb7bf0f3756d.jpg

test01_neck.thumb.jpg.932461e856f99bb427535739278181bf.jpg

 

I think that tomorrow I can upload the archive for testing - only models and textures, nothing else.

 

Posted

good job ?

 

will give it a test as soon as i can.

Posted
3 hours ago, Azazellz said:

Allright, I think I finish working on basic stuff.

New body with weight slider support, new (and slightly improved) textures, new head with new neck seam.
 

  Hide contents

 

test01_0w.thumb.jpg.c8a445dfd992b7388f1129d822c26d0c.jpgtest01_50w.thumb.jpg.69ed5f7e87adaad115a448f1b985fa01.jpg  test01_100w.thumb.jpg.99bc210b41d918fd6221cb7bf0f3756d.jpg

test01_neck.thumb.jpg.932461e856f99bb427535739278181bf.jpg

 

I think that tomorrow I can upload the archive for testing - only models and textures, nothing else.

 

cant wait to download!

Posted

Here we go.

Only manual install, no mod managers.

AssetsForTesting.7z

Meshes, textures, two skeleton variants, one "placeholder-amazon"-race, and data for ECE users.

No armors, no muscle mass variants, no skin and no normal maps variants.

 

First - place content from "Data" folder from archive to game "Data" folder.

Second - pick skeleton variant (with default or swapped weapon placement), and place content from "Default" or "Swapped" folders to "Data".

"ECE" folder - for ECE users, also place content from it to game "Data".

Don't forget to activate new .esp file.

If you make all right - then you can choose new race with new meshes and skeleton.  ECE-users should pick Preset1 or Preset2 (depending of weapon placement) for correct body proportions (old character presets will not work with new body meshes).

 

Things to test: overall look of body mesh, seams on textures, weight slider support, weapon scaling and placement, and so on - everything you want.

Post feedback here, or you can send private message to me.

Posted
18 minutes ago, a88378438 said:

I think ....i m wrong

Yes. Read instruction again.

All meshes and textures is for new race only, which I made for testing.

If you use them for old TrueAmazon race, you will get neck seams, because all clothes and armors (as well as "nevernude body") not converted for now.

Posted
2 hours ago, Azazellz said:

Yes. Read instruction again.

All meshes and textures is for new race only, which I made for testing.

If you use them for old TrueAmazon race, you will get neck seams, because all clothes and armors (as well as "nevernude body") not converted for now.

I dont know why,but still have seams....also,where can get your charater hairs??

Posted
22 minutes ago, a88378438 said:

I dont know why,but still have seams...

Did you follow instruction from my previous post?

Did you choose new race (Amazon Warrior) after you open RaceMenu?

Did you remove all armor from your character?

22 minutes ago, a88378438 said:

also,where can get your charater hairs?

It's Sky132 (00HairFemaleSGsky132) from SG hairpack.

Posted

So far it looks awesome :O

 

 

 

the only thing i found is that the New race only has 5 hairs to choose from. Same for brows, it seems like it only has the ones enabled that come with the race.

 

Untitled.thumb.png.c2fdb77f474daea8cdf75b5cadb82f5e.png

Posted
3 minutes ago, trousersnekk said:

the only thing i found is that the New race only has 5 hairs to choose from. Same for brows, it seems like it only has the ones enabled that come with the race.

Oh. My bad.

Forgot to add race-controller script for RaceCompatibility.

Here new archive.

AssetsForTesting.7z

 

Any suggestions? Body and head models looks good?

Because if we miss something now - then after I finish armor conversions it will be a waaaaay hard to fix.

 

Posted

default skeleton for racemenu has warhammer/battleaxe sticking in body.

 

20180711170020_1.thumb.jpg.dee0ffc47083e6996fe05b0b874628ce.jpg

Posted
10 minutes ago, trousersnekk said:

default skeleton for racemenu has warhammer/battleaxe sticking in body. 

Ok, thanks.

This data is missing in ECE .slot file... Strange. I'll check it later.

Posted

the new headmesh and normal map are flawless ??

 

 

As for the bodymesh, i personally would like a bigger torso/lats but smaller biceps/triceps. But thats just my taste and not an error or anything ;)

 

20180711172650_1.thumb.jpg.57bc5481df3e4fdf3507368f1eb47018.jpg

 

just feels like the backtorso/lats arent proportionate to the wholebody (weight 100).

 

only my suggestion.

 

 

Posted

Well, I did not touch arms in new model - they are identical to the old one.

But skeletal settings is the key here. I tried to keep body proportion of old "default" variant as much as possible. And I'm not sure what I got a 100% identity.

 

But lats are smaller and smoother, yes.

Armpits is a very difficult place to modify, so I'm not sure I can make a better shape here.

Posted
1 hour ago, Azazellz said:

Well, I did not touch arms in new model - they are identical to the old one.

But skeletal settings is the key here. I tried to keep body proportion of old "default" variant as much as possible. And I'm not sure what I got a 100% identity.

 

But lats are smaller and smoother, yes.

Armpits is a very difficult place to modify, so I'm not sure I can make a better shape here.

haha yeah, the armpits are a pain to edit.

 

i gonna try my own hand to edit the skeleton abit 

 

 

Posted

@Azazellz

 

Looking at the body mesh i found that the boobs are kinda weirdly angled at the sides (more extreme depending which angle you look at it), and the nipples kinda pointy toward the sky abit much. 

 

boobroundness2.thumb.png.f0ded8e354ca40f3b15ab9e0d303895b.pngboobroundness.thumb.png.53ecca8dc5796fb18bac2425886a0c67.pngnipposition.thumb.png.f13306ce94b343677899a5b00d6535f4.png

Posted
1 hour ago, trousersnekk said:

Looking at the body mesh i found that the boobs are kinda weirdly angled at the sides (more extreme depending which angle you look at it),

It was been in previous version too ?

Legacy from very-very beginning, when I used only bodyslide for making bodies.

Nipples placed there for compensate physics (because most HDT-presets adds a "gravity factor" to breasts).

Not sure that I should touch this area. Because if I do so, then converting armors may become a true hell.

Need to think about it.

Posted
5 hours ago, Azazellz said:

Need to think about it.

i just spent some time and did some nifskope skeleton tweaking for the first time. Got most of it looking like i wanted. So dont worry about it xD

 

the new body and head mesh overall are so good, and im already really enjoying it. ?

Posted

Posting some screenshots.

 

For reference, I use RaceMenu currently. Had to readjust some weapon positions, but those adjustments are trivial using sliders.

 

The new mesh definitely works well with the skeletal adjustments I prefer (where the abs are elongated and the character is made taller).

 

Longer abs (my own taste) vs "Default" (Tried to reset scales to default values) :

Spoiler

front_idle.thumb.jpg.20b4c1cbc12aa4c4b1437dfe129e6d56.jpgfront_idle_default.thumb.jpg.6420382003764c34d323176752ac161e.jpg

 

Spoiler

back_weapon.thumb.jpg.eded9aedbf54d1e0cf74e7cc7b8725f9.jpgback_weapon_default.thumb.jpg.3c399a6ab6d902d42fcf99d01c1ff445.jpg

 

Love the positioning of the new abs - it definitely works better given my preference.

I cannot wait for the XXL/super heavy muscle variant.

 

Amazing job with the neck seams. I'll play around with other skin tones and see if it still works well.

Spoiler

front_neck.thumb.jpg.b4f5d13d08a20e711d4f360bc4abcc94.jpgfront_dark.thumb.jpg.802b94a74f997b0fda25ca874658b802.jpg

 

Posted

Adding comparisons between your current mod versus the test assets:

 

So couple of caveats, I'm currently using XXL muscle mass. Racemenu skeleton scales for the comparison shots are identical on both:

Spoiler

front_idle.thumb.jpg.a1abbb74c563aa4709da97637c23e836.jpgfront_current.thumb.jpg.b8ed1d1759153cbc4c198dec4dd36b87.jpg

 

Spoiler

back_weapon.thumb.jpg.2a09600943af3bf8a482b343a7044446.jpgback_weapon_current.thumb.jpg.b9b39ea93ddde0f802d325f10c224d92.jpg

 

I still like the new waist width and ab placement.

 

For the back I prefer the current XXL. (I know it's not a fair comparison currently, because I'm not comparing models of the same intended muscle mass)

I am definitely going more for a juggernaut (from X-men) silhouette when it comes to the back.

 

100% endorse the neck seam improvements. It's obvious in the current mesh that there's a difference.

Posted

quick test. custom bobs and converted iron armor

 

sdfdfdf.thumb.png.14ded30bd6bc07b92bbbd3ef89123f1b.png

Posted

New body for testing.

Test_Body_v2.7z

New:

Breasts shape (more round).

Slightly bigger lats.

Abs of _1 model moved a little upward, to corresponding position with _0 model. I hope that this will not give me problems when I start making armor conversion.

 

Also, need to fix ass area - I saw small bug of normal maps there.

 

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