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Otakadelic's unOfficial versions of Harry's Real Nude Model


Otakadelic

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Posted

unOfficial versions of Harry's Real Nude Models(update1 with hotfix released.)

 

What is RNM?

Harry Palmer's Real Nude Models has released May 2015, updated until Mar 2016.

What he achieved and left for this DOA5LR mod scene are a lot of things but one of his gems is RNM, frequently reused as nude base models  even now. Today we are fortunate to have other Nude Base Model sets, NiteGardian's, SaafRats' unbelievable HLOD collections, artistic OSIRI's, and rare BaseBody's and probably few other exists. Of all listed base sets above, only HLOD and OSIRI apply complete different internals. All others have almost or exact same structures as Harry applied his RNM.

 

Why RNM now?

What RNM make unique and ageless is its well-balanced design and very high compatibility with official costumes. Maybe he could go other directions, like detailed genital or larger boobs. But he keeped high compatibility and that makes RNM is the first choice to use as nude base model if you are trying to twist existing official costumes. Probably won't change anytime soon.

 

Why unOfficial RNM update?

Since its base is steady as rock but few things are out of date now. Like having four more slots, unused bones etc. Those are minor things and absolutely no problems for modders but every time I modified his original RNM then finally ended up with updated collection which I can start from and no need to think about these minor things.

 

What I changed from original RNM are:

- Reduced sub slots. Now Skin and Sweat_chest only. 

- Removed unused bones. I can't contact with Harry anymore so not sure the purpose of some of bones but I am sure it won't be a problem to remove. We have enhanced TMC Bone Tool now, it is very easy to add if needed.

- Replaced with optimized Normal map especially higher compatibility with Blender.

- Add one character. Honoka with RNM compatible structure. 

If pursuit 'High compatibility with original costumes' then the choice will be HLOD. All female characters of DOA5LR have same UV format except Honoka. My guess is the creator or modeller of Honoka was different person from other females. SaafRats' HLOD collection apply this unique and original Honoka(then he aggressively expanded this to all existing females with five different shaped boobs then later added bushed version. 200 models total. Highly likely the most largest project done by single modder. Simply great achievement, if not the greatest).

However, since RNM is so popular, several tools are totally expecting RNM's internal structures. Honoka with RNM compatible base model will only expand possibilities. The size of breasts is NRM to HLOD, very close to what she should have in DOA5LR gaming situation(or a bit larger). Slight neck seam exists but hard to notice.

 

You can download update1 from here.

http://www.mediafire.com/file/wotb6w2lttkqcyx/unOfficial_Harry-RNM-update1hotfix1.7z

 

Planning on update2:

- Separating nails as different object

In DOA5LR (with Blender?) "Remove Doubles" is almost necessary. Otherwise visible lines all over the body.

However, this cause severe side effects to two parts. One is fingers and thumbs, get darker spots.

This could be solve or easier to solve by separating ten nails as different object. 

Problem is I have to repeat same operation 360 times. 

 

- Separating (a part of) butts as different object

The other part is butt, especially between them. No darker spots but noticeable enough to TimmyC changed his title to this matter related one.

Separating different object is easy, and this time 18 times only. 

 

This won't work as good as expected. Update2 will be featured separated nails only, maybe more detailed meshes between butts for reducing the side effects(this could be within update3, not update2).

 

 funtcase suggested very effective solution. 

https://www.loverslab.com/topic/99460-otakadelics-unofficial-versions-of-harrys-real-nude-model/?do=findComment&comment=2243632

 

Now my plans are:

- Includes how to use DOA5ObjTmcConverter (and DOA5ObjTmcConverter itself too).

- Little bit more detailed genital. (But is this necessary for RNM???)

 

Posted

This was a part of my MOD page but decided to separate. 

I'm less-than-one-year rookie and hope to gather ideas, suggestions and recommendations from experienced modders.

 

So far what I am looking for a solution is how to avoid/reduce the side effect on butts by "remove doubles" in Blender.

Posted
23 hours ago, Otakadelic said:

This was a part of my MOD page but decided to separate. 

I'm less-than-one-year rookie and hope to gather ideas, suggestions and recommendations from experienced modders.

 

So far what I am looking for a solution is how to avoid/reduce the side effect on butts by "remove doubles" in Blender.
use

try timmys DOA5ObjTmcConverter.
instead of removing doubles, export the tmcmesh as it is, then inject to a tmc.
load the tmc in DOA5ObjTmcConverter and run it with the smooth seams option checked

Posted
On 5/15/2018 at 8:47 PM, funtcase said:

try timmys DOA5ObjTmcConverter.
instead of removing doubles, export the tmcmesh as it is, then inject to a tmc.
load the tmc in DOA5ObjTmcConverter and run it with the smooth seams option checked

Amazing! It works like magic. Huge thanks for your suggestion! Without your great advice, I probably will spend dozens of hours for separating nails and make detailed butts. 

Now no need to update2 and 3. What else can do?

Looks like the only remain is detailed genital. But is it necessary for RNM?  

Posted
On 5/16/2018 at 6:53 PM, Otakadelic said:

Amazing! It works like magic. Huge thanks for your suggestion! Without your great advice, I probably will spend dozens of hours for separating nails and make detailed butts. 

Now no need to update2 and 3. What else can do?

Looks like the only remain is detailed genital. But is it necessary for RNM?  

Recompute normal vectors plus seam smoothing typically corrects most of shading issues that you see on models.   I think some side effects of editing a model in Blender is that they lose accurate normal vectors.  My converter tool allows you to put the correct normal vectors (that affects shadows and all sorts of things) back into the TMC.  

 

Check here and Harry's posing tool tutorial here for additional information.  The lighting and shadow have subtle but powerful effect on a model and having correct values goes a long way to add realism.

 

Posted
On 5/19/2018 at 2:25 AM, timmyc said:

I think some side effects of editing a model in Blender is that they lose accurate normal vectors. 

Yes that is caused by Blender's default behavior. Everytime user enters Edit Mode, or did acutial edit operation, then Blender resets(or modify) vectors of Normals.

Hence Mr.Dotoku's Keep Normals add-on is very very important. I am thinking when user try to export as tmcmesh then automatically apply and resume original Vectors using Keep Normals add-on.

 

 

Posted
On 5/19/2018 at 5:52 AM, Otakadelic said:

Yes that is caused by Blender's default behavior. Everytime user enters Edit Mode, or did acutial edit operation, then Blender resets(or modify) vectors of Normals.

Hence Mr.Dotoku's Keep Normals add-on is very very important. I am thinking when user try to export as tmcmesh then automatically apply and resume original Vectors using Keep Normals add-on.

 

 

Keeping normal is a good stopgap solution, but if you change the mesh shape (like breast enlargement for example), the normal vectors should be re-calculated which is where my converter tool comes in.    I wanted to drop by and say sorry for such slow response as I haven't had much time to browse the forums.  I remember you asking if it would be okay to bundle my tools with your releases.  I am totally fine with that as long as you note the tool's origin by providing a link to my topic here https://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-update121517-converter-v052-transformer-v036-misaki-support/

 

I'm really happy that my tools are still somewhat useful to this date :smiley: & thanks for your support.

Posted
11 minutes ago, timmyc said:

Keeping normal is a good stopgap solution, but if you change the mesh shape (like breast enlargement for example), the normal vectors should be re-calculated which is where my converter tool comes in.    I wanted to drop by and say sorry for such slow response as I haven't had much time to browse the forums.  I remember you asking if it would be okay to bundle my tools with your releases.  I am totally fine with that as long as you note the tool's origin by providing a link to my topic here https://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-update121517-converter-v052-transformer-v036-misaki-support/

Thanks for your reply! I will make instructions with several screenshots then, nothing to do. 

 

14 minutes ago, timmyc said:

I'm really happy that my tools are still somewhat useful to this date :smiley: & thanks for your support.

IMHO it is far more than "somewhat useful", it's like a magic and wiped all my TODOs away and nothing left whit this project. And I can't live w/o your two tools.

 

Oh BTW, the name of add-on is "Keep Normals" however, two(and one more emergency) functions exist "Keep Normals" and "recalc Normals" and latter is far important and frequently used. 

So I should say:

"when user try to export as tmcmesh then semi-automatically apply "recalc Normals" using one of functions of Keep Normals add-on."

 

Thanks again Timmy!!

Posted
On 5/22/2018 at 4:29 PM, Otakadelic said:

Oh BTW, the name of add-on is "Keep Normals" however, two(and one more emergency) functions exist "Keep Normals" and "recalc Normals" and latter is far important and frequently used. 

So I should say:

"when user try to export as tmcmesh then semi-automatically apply "recalc Normals" using one of functions of Keep Normals add-on."

 

Thanks again Timmy!!

No problem!

 

 I had no idea that keep normal add-on could recalculate normal vectors as well.  Now I see why you were having issues with the seams and had to resort to remove doubles to fix them since recalculated normals would mess up the seams and removing doubles (as you have already found out) is not a good solution.  I hope the converter & post processing tool helped :D

Posted

One of motivations of my Translation Project is fill the gap between Mr.Dotoku's intention / implementations and all modders(includes JP modders. No one read any documents nowadays). 

 

Good thing is I can have deeper understanding while translation(I frequently refer his source files for confirmation) so many times I feel "This project is for myself!" 

I even added some functions to his tools like kbd shortcuts for TMC Object Tool. And changed default settings to my favorites. 

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