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[WIP] Black Queen for Rachel


MiriamGarrity

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So I've been working on porting one of my Poser characters to DOA5LR, The Black Queen.

 

My Poser character:

post-19122-0-32105500-1497674595_thumb.jpg

DA link:

http://bdandrogyne.deviantart.com/art/The-Black-Queen-516155919

 

Here she is in Blender:

post-19122-0-26016100-1497674474_thumb.jpg

 

So far I have her in the game, minus the head, hair and cape:

post-19122-0-20484900-1497674493_thumb.jpg

 

You'll notice the vagina and nipples are very detailed compared to other models.  I'm having some serious issues with lightning, which I think has something to do with my normal map?  Not sure.  Could really use some advice from experienced modders in this forum.

 

I'll keep working on this and try to get the head, hair and cape ported and fix the issues with lightning/normals, geo crashing, and some bad weights/posing.

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Oh that not for free?

 

Not sure what you mean by "not for free" - are you asking if I'm going to release the mod for free or ask for money for it?  Definitely it will be free.  I make plenty of money at my day job.  :)

 

I just need to find time to finish the model - slow going since it's my first one and this is my first model for DOA...

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Saafrats helped me out - said if I wanted to use a regular normal map (with no extra layer for sweat), I couldn't use the "Skin" type of setting for the body mesh.  Changed it to a different type and it cleared up.

 

Now I'm running into some kind of vertex limit that's causing some of my meshes to be invisible in LR Photo Studio and all stretched out and distorted in-game and in Noesis.  Trying to reduce polycount to fix this.

 

Then onto the face, hair and cape.

 

 

 

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There are no vertices limits in DOA, but you can run into problem if your model is very high poly (over 100k), it may make some parts overlapped or scretched yes, in this case I recommend you to separate meshes into multiple meshes to avoid this problem.

 

Think about checking the weight paint too to be sure all vertices are correctly painted to the proper vertex group.

 

Nice work anyway and good luck for complete it :)

 

Oh and yes about the body if you can avoid the skin slot it's better yes (only for external body, not doa body).

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There are no vertices limits in DOA, but you can run into problem if your model is very high poly (over 100k), it may make some parts overlapped or scretched yes, in this case I recommend you to separate meshes into multiple meshes to avoid this problem.

 

Think about checking the weight paint too to be sure all vertices are correctly painted to the proper vertex group.

 

Nice work anyway and good luck for complete it :)

 

Oh and yes about the body if you can avoid the skin slot it's better yes (only for external body, not doa body).

Update on my Black Queen model for Rachel:
post-19122-0-85810200-1497941979_thumb.jpg
 
Still a lot of work to do, but getting closer. I want to try to get my custom face imported instead of using Rachel's.
 
I did figure out why some of my meshes weren't appearing - apparently if I didn't mark some of the surfaces "double sided" they wouldn't be visible?  This makes me worry that the normals are backwards or something...?
 
I definitely need to do some hand-painting in the weight tool, I think.  I have major weighting issues on the neck and vagina. The neck doesn't deform at all, apparently, not sure why it didn't get properly weighted.  And the sides of the labia are being stretched open when she opens her legs wide (not a bad idea, but needs to be hand painted to look good).
 
Also, the breasts and feet were posed a bit out-of-place when I exported them. I'll need to fix those.
 
And the cape clips through her more rounded butt, so I need to figure out how to adjust the collision.
 
Oh, and I need to fix the normals on the corset.  When I decimated the corset, it lost its smooth shading and looks faceted.
 
Otherwise, getting closer!
 
The Black Queen in action:

post-19122-0-35850800-1497942857_thumb.jpgpost-19122-0-01536300-1497942314_thumb.jpgpost-19122-0-72954100-1497942368_thumb.jpgpost-19122-0-88020900-1497942412_thumb.jpgpost-19122-0-02777800-1497942446_thumb.jpgpost-19122-0-44573400-1497942514_thumb.jpg
post-19122-0-49095700-1497942594_thumb.jpgpost-19122-0-35916000-1497942615_thumb.jpgpost-19122-0-95603200-1497942630_thumb.jpgpost-19122-0-19453800-1497942708_thumb.jpgpost-19122-0-26677000-1497942659_thumb.jpgpost-19122-0-34235800-1497942730_thumb.jpg

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I'm impressed to see a new modder in DOA already making a good work as first mod.

It clearly show that you know what you do and how to use 3D stuff despite minor issues that is proper to DOA settings.

 

Double sided is used in case you have a mesh that is not "full", if you don't make it double sided it will make a kind of transparency issues, let say a skirt as example if you don't put it as double sided you'll not see the full mesh on certain angle. But don't abuse with the double sided option, if you don't need it on a mesh it's not necessary to make it double sided since it make the mesh (a bit -it's minor anyway) heavier.

 

If your mesh isn't appearing in game it can be caused by others things too, not especially double sided, it depend of the transparency setting you are using or simply the mesh slot you are using, some mesh slot have their proper settings and if you don't edit it it can be uncompatible with certain meshes.

Take a look into Object Tool and edit what you need on the desired mesh slot where is your mesh with problem.

 

Regarding weight issues on neck, be sure to have the exact amount of weight paint around the top of the neck for the body and head assigned to the Head and Neck vertex group because just a little pourcentage of difference can make a mess. And by default doa tools assign an unpainted vertices to Hips vertex if you forgot one so be careful.

About the vagina weight, it's possible to make an openable lips with legs but require a very accurate weight paint and a lot of patience. Your actual vagina is pretty good for this experience since the lips look well separated and exposed. It's up to you and your skill to decide if you prefer it fully painted on Hips group or try to experiment an openable vagina lips.

 

About the breast, if you do a simple weight transfer it's not always good, especially on large breast, you'll mostly have to fix it manually yourself, but by transfering weight you can still save a bit of time and fix what is wrong manually, here again it's up to you and your skill to decide what is the best option for you.

 

The cape clipping inside butt is due to colision system, it can be a bit tricky to adjust it manually (require a lot of "blind" edit) or you can try to replace the actual colision with another one from another doa source model that include a cape as example. For your model it could be perfect if you find a Rachel container that have a cape for replace the colision (maybe the actual container you used is wrong or don't have colision setting).

 

About normals on corset, try to take a look on Timmyc tool, it may help you to correct normal vector and others issues related to that.

 

And for the feet, be sure to pose your model as close as the doa model to match the skeleton if you don't want to edit the skeleton itself after, because editing skeleton is another option but to make your model more universal it's better to edit the mesh.

 

I hope you'll get some help with my infos, so far your model look great already :)

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