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  1. Yep more level defs in the work and this time I transformed the Nocturnal room into a Water Cavern. So let's dive into the process shall we?

    CAVERN (STANDARD)

    So for starters here is the standard cavern which will be selectable in the Level definition manager. This room isn't used much at all and I believe that I am the only content creator who made a pose bundle for it which is "Breeding with the Dawngrowl Beast" that was released back in October of 2022. 

    Cavern_DEF_1-1.jpgCavern_DEF_1-2.jpg

     

    WATER CAVERN

    So here is the real highlight, which is the Water Cavern. It's called a Water Cavern for a reason, you probably can't tell but there is over course running water with a mirror underneath simulate reflecting water. You can see the reflection of the rocks from the water itself. Now just a fair warning that the mirror covers a huge area since it is a water cavern, so this could destroy some of your PC's in the FPS department. I can average around 54-60FPS with two models in this room, it varies where you are located in the room.  

    Water_Shrine_Level_Def_1-1.jpgWater_Shrine_Level_Def_1-2.jpg

     

    MODEL LEVEL DEFINITION TESTING

    I decided to allow Queen Aquaria to show off her domains level definition. So as you can see she is well let from all angles and there's reflection coming from the water because of the mirror. Water_Shrine_Level_Def_1-4.jpgWater_Shrine_Level_Def_1-9.jpgWater_Shrine_Level_Def_1-5.jpg

     

    CONCLUSION

    Okay that wraps up this blog, you can expect a pose bundle and the level def to release around maybe April or May. Let me know what you think in the comment section below 🙂

  2. Yasmin, isn't satisfied anymore with just Sam, my default male model. I guess he is completely drained and out of stamina at this point after all these photoshoots so far. 😉  That's why I'm playing around with the character editor a bit to see where it leads me. This is the first candidate... let's call him Ben. He is more of a manly man... I guess. 😄 Question is: How promising is this first result for Ben? Worth finishing? Should I keep him around for Yasmin and future photoshoots or throw him out and try somebody else? 🧐 Remember it's just a first version for a possible Ben... still a Work In Progress 😅

    https://www.klubexile.com/gallery/image/55815-the-new-guy-33/

    Ben3.jpg

     

    https://www.klubexile.com/gallery/image/55814-the-new-guy-23/

    Ben2.jpg

     

    https://www.klubexile.com/gallery/image/55813-the-new-guy-13/

    Ben1.jpg

     

    For comparison... the good 'ol Sam, my current default male model:

    In his early days, Sam had light skin: https://www.klubexile.com/gallery/image/17170-luxury-spa-2/

    but later Sam evolved into a darker skin tone and grew a beard: https://www.klubexile.com/gallery/image/19282-keep-fighting-or-surrender/

     

  3.   

    Introduction

    We all know how to add texture variations for clothes, skins, eyes etc. You just simply drop a subfolder with a texture variation to Mod\ActiveMod folder. That's super easy but in the longtime it becomes super busy with thousands of subfolders. As I mod the game a lot I need a quick access to a specific folder, sometimes copy it etc. I found out that it's more and more difficult to find something there even with folder tagging (like [cloth], [skin] etc.). You know what I mean?

    Spoiler

    original.jpg

    So I was trying to find a solution to that and organise the folders there. The solution I came with are symbolic links or symlinks for short. In layman terms they allow to pin any file or folder from anywhere on your computer to a specific location. It's like a copy of but without the data - it's just a link to original file/folder.

    Prequisitions

    Although we can create symlinks using Windows shell it's much easier with Link Shell Extension. You can download it from here: https://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html and install it.

    Method

    1. Creating a library

    First you need to create your library. I've done it in my VX game folder but it can be on any other drive - that would also help if you running out of space on your VX hard drive. You can even create multiple libraries in various places. When creating the library, MOVE the folders from Mod/ActiveMod there, do not copy them.

    move.jpg

    A sample library could look like that:

    library.jpg

    2. Linking

    Once all your subfolders are nicely organised, we can start linking back to ActiveMod. Make sure that you're happy with your library structure. You can't change it after you create symlinks to the files there as Windows would loose track of them.

    Go to subfolder where you moved the files from ActiveMod to and select all subfolders. Then right click them and select Pick Link Source from the menu

    pick.jpg

    Then navigate to your now empty Mod/ActiveMod folder. R-click somewhere and select Drop As... => Symbolic Link

    drop.jpg

    You should end with a list of subfolders with small arrow in folder icons

    result.jpg

    Repeat the process for all your subfolders in the library

    Conclusion

    That's it. It's a little bit tedious but I can see the benefits of that solution:

    1. Easy navigation in the library with clear subfolders for categories

    2. symlink don't take any hard drive space. You can put the library on the other hard drive.

    Maintain your library files

    1. Editing:  find a texture in your library, edit it and it will automatically update in ActiveMod.

    2. Adding: add the folder to your library and symlink it to Mod\ActiveMod

    3. Disabling: delete its symlink from Mod\ActiveMod folder (keep it in the library). You can then re-link it if you need it again.

    IMPORTANT!

    Do not change the folder filenames in your library after symlinking. The game would loose track of the original folder in Mod\ActiveMod and won't load it. If you want to change the library structure or folder names then delete symlinks from Mod\ActiveMod and re-link again.

    Do not symlink the parent folders in your library. Always symlink the final subfolder - the one you'd normally put into Mod\ActiveMod. Otherwise the game won't find them.

  4. Hi folks,

    Barber here once more.

    Not sure how active everyone is on here, but if there is a preference as to which character we'll take on next, I'll take it into consideration.

    If you're now asking "Dude, you haven't even released Alanah's part. What the fuck am I voting for?"

    Fair enough. Here's the "Gameplay". You get the point.

    Battle Preview for TK.JPG

     

    Keep in mind:

    - I'll get to it when I get to it

    - Me before working on Alanah's battle: "A simple project, maybe 2 minutes long in the end"

    - Me being about 90 % finished with Alanah's battle: 🤯🥴

    dafuqisthisshit.JPG

     

    HERE'S THE TWO CONTESTANTS

    Poll Emily vs Jaclyn.png

     

    Cheers

    Barber

  5. So basically i bought  a new gaming PC in august and transferred my game folder on the new super fast NvME SSD for better loading speeds.... so who would have thought that newest system's SSD will get corrupted that fast … right? so in that belief I didn't took any backup whatsoever which is kind of not like me and it was kind of irresponsible at the very least and apparently yesterday evening when I was going to release some new models and I turn on the PC and voila its get stuck on repair screen, I tried like 10 different methods to get it back but no nothing. I had to reformat the drive and lost everything related to tk17 new models that I created new content that I made and along with all downloaded mods and all. now I can redownload the things which were not mine but the models... that is something that i cant recreate exactly how they were.... @Morius and @drmls and @DANDEE  I mainly disappointed these guys because they were interested in those new models that I show cased in competitions and seriously you guys I wanted to release them this Sunday whenever i got the chance but alas things completely crapped out.

    At max i promise that i will definitely try to recreate those models and i hope i will succeed at least 80-90%

    Sorry to disappoint you guys and all others who were counting on me for those models.

  6. NBP4MVB.jpg


    So folks, @Driver has recently gave us all a taste of his latest creation, a body mod that has a lot of custom, carefully sculpted details that look exceptional and in my opinion, stand out from most other bodies.

    If you've been abducted by the aliens and missed this one, here's the link to the blog itself - https://www.klubexile.com/blogs/blog/37-new-bodymod-project/

    As we can see from the version number, this is a very early version so a lot can change later, but what if some of use wants to play with it already but the cloth compatibility is currently not the priority?
    Well, here we have XBody morphs, vanilla anti-clipping morphs and if you, devils, wear HDiddy's. then you also got a ton of adjustments sliders from the customizer tab. 

    However, even with all that arsenal it may sometimes be tricky to adjust some threads without killing the look of the body shape itself... so here I was messing around with some displacement layers to introduce some NBP-specific corrections, that is supposed to work hand-by-hand with all other aforementioned adjustment methods. 
    Cant say they are perfect, but they are good at doing their job alright, there are almost 20 of them and they are all modular, choose what you like - the only hassle is the need to use Customized Skin and possible do some micro management if you're after the tightest possible look.
    You can run through the names to get the first idea of areas they will affect. Some of this layers have multiple options - like 4 versions of "tits side" or "panty hip" - mainly for everone's personal preference but possibly older numbers are better.

    AllDisp.jpg 

    And here's the rough representation of the areas they adjust.  
    AllDispExmpl.jpg


    How To Use This. 

    Attached you will get a custom skin used for testing - it already has all the "tweaks" linked - you will only need to activate/deactivate the layers you need.
    All displacement stuff is in the "_hook5data" folder, copy it to your ActiveMod. (it will move to _hook5data/Kraegar/experimental)
    There's also the body settings preset, just like on the previews and several XBody "tattoo" presets - this provide my vision of baseline xbody tweaks for clothing adjustments for NBP.
    I tried my best to preserve the original NBP shape while using them, cycle through those until you get the "best" look and always remember that these are not constant so you can always try to make it look even better.
    Another thing I have turned on here is vanilla anti-clipping morphs - they are activated in clothing tab but are defined in the body tab - these are quite handy too so keep 'em in mind.
    ClothFixes.jpg
     

    I haven't included the base skin textures so picking this "test" skin for your model will load and make her invisible - you'll have to open the skins gui, pick the "!testskin" and then open the BaseBodyLayer and fill all the needed textures - diffuse, normal, spec and sub. Do this for every other body part. Or if you're acquainted with these stuff - you can simply save some layers as txt files and then load those txts to another custom skin.

    Be careful when moving this layers on your own custom skins - as I use the "Displacement Scale = 0.10000" global parameter for this skin - all the layers with displacements have a high value like 30.0 or -50.0 or even 155.0 
    You would need to divide the value by around ten if you got a  "Displacement Scale = 1.00000" on your custom skin.


    Example fine-tuning screenshot

    Controls.jpg

    Here you're tweaking the "nbpPantyHip" layer - to fix clipping on pelvis area. 
    1. Green highlight - diffuse texture, in this case the slotted texture is this layer's mask, by increasing "diffuse strength" you make it visible and can see which area is affected by displacement.
    Purple arrows show some bright spots - that what displacement will change. Set diffuse strength to zero to hide the debug.
    2. Blue highlight - displacement strength - how much it will push the geometry inside or outside - negative value, minus -80, will push it heavily inside. Change the number for better fitting.
    3. Yellowish highlight - layer visiblity - you can treat it like a morph - change this value instead of changing disp.scale. Sometimes it is faster.

    One more notice for the "LayerMask slot" - in this case it's the panty hip 4 - so there are also hip 1,2 and 3 - you can click and navigate to _hook5data/kraegar/experimental to check the other masks. 
    Different masks have slightly different area of effect.

    Got to add that I tweaked them all for the most tight fit I could - with minimal destruction of the base shape - you dont necessary have to fine-tune all of them. Might even better just to activate some and fine-tune the xbody morphs.


    One final notice about 2 layers in the Genital body part section :
    "Fix 1" should be good for most cases but if clipping is not gone - try activating "Fix 2", so both of them are running along - additionally, modify the displacement scale on one of them if the clipping is still unsolved.

    These fix layers are meant to be running with the last layer for body - "nbpGenFixBody" - they both affect the area close to the genital seams on two body parts.
    However due to how displacement works - these won't be ideal - they will fix the clipping for most clothes and be unnoticeable but will ruin the body meshes behind the panties - you should disable both layers from body and genital when not wearing any bottoms.



    If all done right - you have applied the XBody morphs, used some displacements and vanilla anti-clipping you should get the decent compatibility with a bunch of clothes.
    There might still be some problematic areas like the back - due to the body design - but you could always come up with some photo tricks to hide these minor stuff.

    Additionally, many of HDiddy's addons have a ton of adjusment morphs - like Slinky Dress - this one can be adjusted to NBP with almost no other means involved, something to keep in mind !

    Here's several examples with the default addons, also including the Morokei's Basic Lingerie, resculpted by HDiddy for XBV2.

    b3.pngb2.pngb1.png


    That's it folks! 

    Knowing Driver, some time later we can expect some NBP-scultped clothing, but if anybody is like me - cannot wait 😄  - you can grab these files, run through this post and get your NBP-chica dressed and ready to be undressed !

    If you got any question, feel free to ask, but please avoid those about how "customized skins"/"layered skins work" - there is a specific guide for it in the forum help section.

    Body and XBody Settings.7zskin Eva Test.7z_hook5data.7z

     

     

  7. HDiddy
    Latest Entry

    Working on updating some of the default base game clothes.  Some stuff is pretty decent just really really low poly and jagged.  Working on smoothing some things out and bringing it into the 21st century.  If anyone has any favorites leave a comment.

    image.png

  8. There could be potential idea here, and it doesnt seem complex, if we assume the connection between certain H5 assets to TK17 default UI - so connecting H5 features to something like sliders, or spinboxes, or checkboxes or similar. So, in a way, the way to manipulate with H5 features not only through H5 menu, but potentially also through TK17 UI.

    The idea would be simple as switching the _pass input on the flow. For example, a user in game could potentially switch normal maps dynamically. H5 works like that, that it either uses manual ALT+R refresh, but could also use auto-refresh (which is part of extended H5). This way, the logic says, that we could have auto-refresh active, and dynamically switch between normal and specular maps (or possibly even displacement maps).

    The only thing that game would need to do is manually replace name of normal map and PBR maps in stage2 and 3 in _pass file. Lets say that default game UI is capable to read the names of our H5 files... then everytime its selected, lets say in spinbox, the game does the operation of replacing the _pass value with the one we selected. And then, the auto refresh of textures updates our visual look of model.

     

    This puts even more potential complexity. Something like JCMs (Joint Corrective Morphs) are heavily underutilized in game (something I do work on new body which is made for long time now). Now, some folks will be familiar with something called "tension" or "stress" maps in Blender. These are like maps that give lifelike impression on model, for example wrinkles on face. As the model is morphed through shapekeys or its armature manipulated, the tension maps activate to certain degrees and strength, making the wrinkles stronger in intensity, or lower in intensity. This is just one example, but other things can be affected, too, like color or similar.

    However, our usage in TK17, hypothetically, could go in certain way of connecting the normal map to JCM or even morph. Assuming the auto refresh of H5 files works as intended, the normal map relief / imperfections and specular map glossiness / metallicity and glow could be all very dynamic like. Example could be, we rotate certain parts of body and see clear "tension" on certain areas of it, where specular map would increase glossiness. Or wrinkles that could change in intensity. The questions here would be how to connect H5-TK17 UI - this could potentially work for fixed values in norm and spec maps... we would just choose the already predefined map. But in any dynamic way, both normal maps and specular maps should have a way to gradate their value further, and this would be ideal for slider setting. The real question here is, how to gradate this ... 

    Now imagine, if one could gradate with three sliders that represent RGB channels H5 files themselves ... normal map would use above logic and in 0 to 1 ranges represent all channels, and it could hypothetically change the XYZ values of dynamically. Or changing RGB values of specular map, seeing the results in real time. Now this assumes there should be a certain temporary file for either maps that could be "hard-saved" everytime its adjusted. Expanded, this would mean capability to link such dynamic changes to above mentioned JCMs, so when part of the body moves or morphs, it also dynamically changes the values of both normal and specular maps. 

    If potentially possible in such way, it could create very high realism. Visible wrinkles on face expressions or extremities moving, tension on skin (glossiness) on certain moves, or similar features even on clothing.

  9. Hello, Teddy Bears ☺️

     

    There is something that I have noticed recently when creating models. A detail that makes a huge difference in my eyes and I'm not sure why I didn't notice it before... 😑 I wish I had seen it before my Model Giveaway late last year, all 22 models would have had this change already applied. I don't want to create confusion right now by suddenly updating twenty-two of my files with a relatively minor change (I have to oppose my OCD urges, for my own good...), so I figured it would be best to explain this thing here and leave it to users of my models to decide if it's worth implementing or not 🙂 But even if you don't use my models, this knowledge might come in handy. The thing to change is the navel!

     

    In Customizer, in the FaceMaker tab (the first one, not the Advanced FaceMaker tab) there are two sliders at the very bottom: Capelli01 and Cindy01Capelli01 is used to reshape the navel (scaling it on the vertical axis, I think), but that's not all. Whether accidentally or by design, this morph also catches the vertices of the lower chest and breast, and also the lower jaw, effectively opening the mouth permanently. The Cindy01 slider only moves the lower jaw, so it can be used to counter the open mouth effect of Capelli01, if desired.

    So, what have I done with these sliders in my models? Well, in a few cases, nothing at all, and it's up to you whether you want to modify it further, but most of my models have Capelli01 maxed to the right and Cindy01 pulled back to the left to correct the open mouth. I reasoned that I liked a stretched and narrow navel. While this thing is a matter of taste and could still be defended, the subsequent breast modification is more than ugly to me 🤔 They become flattened at the bottom and lose their nice shape.

     

    My recommendation is to completely reverse the Capelli01 slider position and then move the Cindy01 silder to close the mouth of the model 🙂 This makes the navel smaller, of course, but it still looks natural - perhaps more natural than before this modification. Certainly, however, this change is good for the breasts, making them rounder again and more delicious ☺️

     

    Oh, of course I have pictures of that 😄 But I recommend you see it for yourself in your game. This particular model is not one of the twenty-two I shared during my 1st Birthday Model Giveaway (I thought this would make this blog entry more interesting...), but it's not important. Also, ignore Hairworks clipping, it has nothing to do with the subject of this post 😛 

     

    So, here are the old settings that I don't recommend. The navel is stretched, but pay attention to the unpleasant triangular indentation in the lower-middle part of the breasts:

    Spoiler

    Consider This #01.jpg

     

    And here are the new settings that I'm currently recommending. The navel is smaller, but the breasts are nicely rounded again:

    Spoiler

    Consider This #02.jpg

     

    I also prepared a "before and after" comparison with a cool slider. The left side is the old settings, the right side is the new settings: click!

     

    There is also a third option, which is to restore the sliders to their default positions (just double-click their labels in the Customizer). This is a compromise between the two options above and is just a regular setting of any body in game. It looks like this:

    Spoiler

    Consider This #03.jpg

     

    So, armed with this knowledge, you can now do whatever you want, both with copies of my models and with any other models you may have 🙂 It all depends on your taste. Remember that there is no wrong or right way to make models... Unless you're trying to make an underage model, of course. That is wrong 😵

     

    Take care! ☺️

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    Recent Entries

    sadekhnd
    Latest Entry

    College campus

    there will be a building with few classrooms and a corridor.

    there will be an outside parking, atreet and fence,

     

    The Klub 17-1064.jpg

    The Klub 17-1065.jpg

  10. Requirement :

    Notable sites for Skyrim Mod Sharing :

    Before Proceeding it is very important to only share skyrim mods that is not blocked by paywall, it is their creation after all with all due respect them, as most of them usually makes it on their own using ZBrush and other program..

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Part 1 : Importing the .nif file

    Screenshot 11-01-2021 19.33.07.png

    Traverse the meshes folder until u find...

    Screenshot 11-01-2021 19.35.22.png

    Choose whichever you want to Convert... for me i will choose upper_1.nif

    Screenshot 11-01-2021 19.37.58.png

    Let it load.. it might take a while base on how heavy the mesh are, usually it will take around 1-2 mins for 2 mb+ nif file, until...

    Screenshot 11-01-2021 19.42.23.png

    What the its so big how am i going to fit it to my personal body mod??????????????? np proceed to part 2 IVF0o1fC_400x400.png

    Part 2 : Scaling the mesh

    Screenshot 11-01-2021 19.46.31.png

    Use Dimension Scale set X Y Z to value of 1 (smaller)

    Screenshot 11-01-2021 19.50.38.png

    Rotate them 180 degree, don't ask me why skyrim have off-axis mesh, i was also confused first :v

    Screenshot 11-01-2021 19.52.30.png

    Before going to Sculpting, press the keybind 'Ctrl + A' to confirm transform for the mesh then go to edit mode to "fit" it to the body for me it is like this :

    Screenshot 11-01-2021 19.55.52.png

    Part 3 : Sculpting

                            i actually do not know what to add for sculpting guide really, it is base on experience, and how hard the body you want to convert the cloth to

    however i do have some tips for beginners use 'Clay', 'Sculpt Draw', 'Grab', 'Snake hook'. use these and train yourself and remember to always save your progress!

    Avoid using Smooth / Blob / Inflate / Deflate 

    Result :

    Screenshot 11-01-2021 20.06.59.png
     

    For weighting and exporting to .dae file, follow the guide for Collatkane, the tutorial should be here

     

    If you wish to share the mods in this site, though they most likely will not ever find this site Credit the original creators!!!!

  11. large.Pic53.jpg.eae1114abdaa20e4a5cd352d Finishing up her nightly protein injection

     

    A woman has come down with a terrible case of "empty pussy", and meets a similiarly distraught man suffering from "full balls". Fortunately, these great minds have managed to come up with a simple solution. 😏

    I thought I, or rather Jay, would take Codename-74's newest model out for a spin. As my male model here can attest to, she makes for a hell of a ride. Life's been busy recently so it will be a while before I can really contribute to this site again. But I've been thinking about an idea of mine. How about a new series of short videos about "One Night Stands". Each video would be animated by yours truly, featuring a male model of mine and one of the lovely female models on this website. It would be a nice little way to interact with the community. What do you think?

    •  ----Super Fighter Slaves X - -Extra Episode 7  Broken Time part 5----
    • Length: 1:08:15
    • Screen 43.jpg
    • (Synopsis)
    • After seeing herself in the 2nd alternate timeline.
    • Nova hears the tale that happen 2 years ago...
    • In this DARK timeline...
    •  
    • This will shape the future."
    • ⚠️ Warning Has Violence and Gore ⚠️
    • ---------------------
    • 😍 Hentai : 70%
    • 😎 Action : 10%
    • 🗨️ Story : 20%
    • ---------------------
    • Google Drive Link: Extra Episode 7
    • Episode Images
    • Spoiler

      Screen 44.jpg

       

  12. I've made some good progress lately, I am releasing a guide on proper porting from 7*5 to VX soon.

    I did some tests, using same setting, h5 and reshade, in a test room with locked-in lights.

    Then I created poses with camera keys to compare face. Having the luxury of both installed until I migrate everything over, I was able to do this fairly easily and will again for further trials.

    This is a base model Miku, using Prylypala sliders.

    Comparing OLD vs NEW/port :

    FrontTest75.thumb.png.2f3f7a6854a6ec2b5f30466dfc49c53d.pngFrontTestVX.thumb.png.4b6494ee0d74fc3c903f10c695784989.png

    To tell you the truth, I expected this to fail and made changes to the model, also gave new hair. This aside, it seems like the face is identical, only the eyes off-set did not come over.

    3QTest75.thumb.png.d7471e1ac485ca0ba12ad632fa9b5ff7.png3QTestVX.thumb.png.3a9a581f7c160aaa9887c9cf87e1067d.png

    It almost looks different, but it isn't. When you view the pics, flipping them back and forth on top of one another in a program, you can see the angles and the distances from key parts of the face are identical.


    Why shouldn't they be? It's the same head. It's proof there is nothing weird happening with VX, I would say.

    ProfileTest75.thumb.png.e4045cd50fada9483674b2411129a176.pngProfileTestVX.thumb.png.af15cd79dc215d0cf07e2984c660c242.png

    I assure, any minor difference is due to me making slight adjustments before this test (I shouldn't have, but again I expected much more difference, but there just isn't any, I saw right away.)

    AboveTest75.thumb.png.0ce638ad01c5f2847767bce7c472e66a.pngAboveTestVX.thumb.png.c90a4d1e71ea248a0682c64bc3f19971.png

    So, I would say this first port is complete. Besides me making changes, including body height (slight shift,) new hair and picking wrong eyebrow etc.

    The important thing is the morphs work correct. I will do more testing to see how EMFS type models work, but I think any issues is more or less solved.

     

    When porting, consider these:

    -Lighting, very huge impact on how different a model can look.
    -Cosmetic change, especially hair makes a big difference.
    -Level def, more light sources and things, as well as perspective in-game.
    -The exact .tri file you used in whatever headmod replacer or EMFS.

    I will write a detailed guide soon for every type of model port. For now I am content, on a OCD level, that base model transfers flawlessly.

     

    If you want to do the test yourself on a model you are trying to port and have both version installed, here is the items I used:

    CameraFacePoses.rar FaceTesterRoom248.rar HookAndReShade.rar

     

    In conclusion, with the old sliders back in version p, model porting should be more or less perfect, it's all the little stuff like eyebrows that will be an annoyance at best.
    All there is to do is fix the eye-offset, but there may actually be an easy solution that I'm overlooking to that too, just dont know what yet.

     

    Here I will share this model, my first successful port, it is my remake of an old model posted on MG:

     

     

    April '21 Update: Guide is finished:

     

     

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