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NoOpen

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Everything posted by NoOpen

  1. NoOpen

    Lucky Star Prison

    I don't think I can make a good comic. So I decided to make small sketches from the life of the Lucky Star prison. if I'm not too lazy, then this album will be replenished So meet the women's prison Lucky Star and its inhabitants
  2. NoOpen

    We are together.jpg

    From the album: Lucky Star Prison


    • 194.27 kB
    • 1500x1050
  3. Intro Often in the process of creating sketches for my albums, I was faced with the lack of specific clothes, toys or objects. I had to use deceptions and tricks or abandon the idea altogether. This motivated me to get into modding. One of the ideas was to create a female maniac with a reference to Hannibal Lecter. The Mask I vaguely remember that I seemed to see a Lecter's mask on old MG, but the search did not lead to anything. So I decided to make it myself. This is a fairly common image and I was able to find a 3D scan of a Halloween mask. Although it resembled a dog muzzle, it was quite suitable for the basic model. I adjusted the model to the shape of the face, created a pattern and a simple texture. All that remains is to model the fixing straps and the detailing of the coating. The Straitjacket: Plan(s). In the process of creating Miss Rayne's outfit, I realized that the plan might fail, so I created several at once. Already at the very beginning I realized that the work would not be easy. Of course, I didn’t find ready-made solutions, just a few models of freaks in a straitjacket. The main problem was that these clothes should, by their very nature, limit the movement of the model, but at the same time not be just a solid piece of mesh. This determined the differences in plans. Plan A - easy-peasy Simply create a tight long-sleeve shirt with morphs and have users create the arm pose and knot themselves using the morph. This is a fairly simple solution for the mechanics of our game, but also quite naive (I wouldn’t even look at it) Plan B - hard way Everything is more complicated here. As you know, some elements of clothing (mainly shoes) change both the basic pose of the model and all poses at the time of dressing. We even have specially created poses for such clothes. In the CTK I found the necessary files to make such a correction and already wanted to write new coordinates of the arm bones, but soon gave up. Too much change will be made to every existing pose. The experiments carried out showed terrible things even in the customizer's idle position. And you would still have to write special poses for my jacket. Plan C - cut it all out Here I decided to use a trick with the disappearance of body parts. Completely cut out the model's body from the neck to the navel. In this case, the clothes will have an almost fixed shape initially. This is a fairly universal solution and will allow most poses to be used without noticeable conflicts with any source model and most body mods. You don't have to fix arm and shoulder collision problems if you don't have them. The main difficulty is the creation of weights and the impossibility of controlling the jacket through most of the usual elements of the body. Plan D - just cry and create another dildo toy Despite my fear of weight painting, I chose Plan C as it is more friendly to the average user. The Mannequin: First problems Just creating a straitjacket in a blender is quite a difficult task for me. Therefore, I decided to use Marvelous Designer, which I was already familiar with. For him, I created a mannequin with a ready-made pose in blender. And immediately I got a problem. To work, you need a mannequin, preferably with a simple and accessible pose (A or T pose). My mannequin was not up to the task, so I created a standard mannequin and just squeezed his fingers. I didn't know how well I would be able to solve problem with weights, so I had to ditch the straps and use a zipper. Blender-Bender The import went pretty well. To transform the straitjacket from a T-pose into a natural position, I used the pose editor and simply bent the straitjacket along with the model's body into the desired position. Knotting the sleeves was difficult for me so I used the trick again - just create a knot-like wad of fabric and place it in the right place. Texturing Having become a little more comfortable with Surface Painter, I created the fabric texture, zipper and borders. It started out as a lighter, preppy jacket, but I decided to make it a little darker. In one of the versions it was pretty covered in blood and dirt, but I decided that was too much and just added some markings. Weights (almost success) Transferring weight from the model's body produced predictably strange results. I thought long and hard about keeping the inertia of the breasts, but it worked well with standard breasts and in static poses. In motion, this gave noticeable distortion of the overall shape. Since the weight of the breasts, collarbones and shoulders was completely cut out, the spine was used as a basis. Now the entire jacket follows the movements of the back in proportions. This gave very good results almost immediately. It was only necessary to remove the dependence of the hands on the inertia of the abdomen and reduce the dependence of the knot and palms on the movements of the pelvis. However, with active movements of the back, slight distortions of the arms are still noticeable in the area of the elbows and the crossing of the arms. Outro This is quite an interesting experience for me, since I like to create things that are either not in the game at all or very few. I have to resort to tricks quite often due to my lack of knowledge or laziness, but I like the result.
  4. Don't worry this is just a trial test of Lecter's mask without any plot
  5. From the album: Lucky Star Prison


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    • 1107x1050
  6. Intro I'm newbee to 3D modeling and the guides in the tutorials section helped me a lot. My experiments with accessories and gags inspired me to create something more complex. I'm a fan of the old series of slasher games Bloodrayne and decided to make outfit for her. Outfit packs (from MG and for v7.5) already have miss Rayne's standard black-red leather outfit, so I chose her stylish evening dress from the last part of the game. It's quite simple, but memorable. The Plan My plan was simple and ingenious: - rip the 3D model out of the gameplay directly using third-party 3D rippers. Import this sample into Max and save it as OBJ for future editing - separate the mesh of the dress, gloves and boots from the sample - add polygons and adjust them to the body shape of FBV2 - add H5 textures and detailing - ... - PROFIT! So lets go! The Fail I successfully ripped a couple of scenes out of the game and got to work. What I saw in Max was simply terrible. It was a mess of hitboxes, mesh, various duplicates and crooked textures. It became obvious that it would take a very long time to start working with outfit models At one time, this game had a fairly large community of fans and modders. I decided to look for programs to work with models from this game. And luckily I was able to find them and to convert models from the game archives to format OBJ. I also successfully obtained textures in the usual TGA format. The real mesh of Miss Rayne's model was quite large in size (~10 times larger than the models in our game), was low poly, and each significant part of the body was made with a separate piece of mesh. In addition to this, the dress had additional layers to accommodate impacts. Also, the basic body pose was A-type, while we use a T-pose. Nevertheless, this already made it possible to have a real visual example for work. Plan B I will not Give Up. Although the clothes turned out to be just textures on the mesh and divided into body parts, it made it possible to create the necessary meshes manually with the required proportions. - for boots, create a sole with a heel in Blender, focusing on the existing sample - create boot tops in Marvelous Designer(MD) for FBV2 body with the correct bend of the legs - combine the tops and soles in Blender - create gloves completely in MD and fit them to body shape in Blender - dress can also be created in MD for a specific FBV2 figure with a sufficient degree of realism - create textures in Substance Painter WIP:Boots With the help of YouTube guides I was able to create a pretty good sole mesh. There were some minor problems with upside-down normals and torn seams on the UV, but overall it turned out successfully In MD I essentially created stockings. Although in the original model it is generally unclear what exactly the boots look like in the knee area After combining 2 meshes and several scale edits in Blender, the result turned out quite good Working in Substance Painter turned out to be much easier than in Blender and MD. WIP:Gloves Making the gloves was the fastest. There were some minor problems with the correct position of the shoulders and finger joints, but they were resolved WIP:Dress (Great fail No2) I spent a huge amount of time trying to create a dress similar to the sample. But unsuccessfully. Overall, the dress has a fairly simple pattern, but it stubbornly refused to hug the body like in the example. I tried different materials and simulation parameters, changed patterns and seams. Fail. The dress looked either saggy or skewed in different parts of the body. Out of desperation, I started working with a low-poly sample and manually adjusted all the vertices to the body. Then i increased the number of vertices and adjusted it again. This is tedious and long work. Especially for a noob. Although, even when working on the boots, I figured out to work with only half of the mesh and then use a mirror. CTK(Evil inside) In my previous experiments I encountered big problems. In general, the work of CTK and bat files is easy to understand. But I spent a lot of time figuring out the reasons for the wrong porting of the addon into the game. The meshes turned out to be upside down, folders and script files were not created, etc. As a result, a search on the forum gave a solution - to rewrite the bat files for VX completely since they were damaged or not working initially. After that everything worked perfectly. When working with boots, I again encountered the problem of the shoes shifting relative to the model's feet. Having wasted time again, I figured out to change the “ -as "Setting/Anim_Skeleton/default.txt" ^” line in the bat file. Unfortunately, no one in the guides mentioned that for high-heeled shoes you need to change the animation settings in the bat file. Texturing(Picasso's spirit) As I already said, working in painter turned out to be quite simple. Load the model, bake normal maps, select a material, change its color, scale, orientation and export a rich set of textures. If you want to add details, then working with layers, masks, brushes, stamps will not be a surprise for you if you have worked in PS or another good editor. Unfortunately, the texture set does not contain specular maps, which we are used to in H5. But I don't give up. I noticed that the roughness map suspiciously resembles our specular map. Only it consists of shades of gray. I tried using a regular frame-dimensional specular map (latex, metal or glass) from the H5 set as a background and overlaid a roughness map in PS on it. It worked! I suspect this is a very bad solution, but it's simple and quick for a newbie like me. Weights! Weights everywhere!(Almost fail) Сreating weights through transfer from a sample is quite well described in guides and questions on the forum. in outline. As said - working with the distribution of weights is the most fun part. Is it true(nope). The boots did not cause any problems; I just needed to simplify the weight of the sole and adjust the heel. The boot tops fit the leg quite tightly and with active movements the skin of the shin shows through the surface of the boot. I solved it simply - I disabled the model's lower leg and foot. I did roughly the same thing with the gloves. Adjusted the tips of the shoulders and disabled the wrists, hands and fingernails. Working on the dress took me a week. In our game there are almost no dresses or skirts with long hemlines. and this is not without reason. Realistic movement of non-tight fabric when moving legs requires good physics in the game engine. Perhaps using PhysX tools in H5 you can create something similar, but in reality the long skirt is forced to strictly track the movements of the bones of the hips, knees and legs. And it looks rude. And after few iterations it was much more better: Another problem was the medallion on the chest. This is not just a decoration, but a connecting link that connects both breasts and the collar. and it is not at all plastic. the movements of the breasts tried to stretch him in different directions. It was difficult to make it both independent and not hanging in the air. the medallion tracks the movements of the spine. Outro Overall I am satisfied with the result of my work. A short version of the dress is in work for now. for convenience during the game. To complete the image, all that remains is to make a hair model (we already have quite similar ones) and blades (we also have them, but they are quite bad) I want to tell beginners only one thing - you will succeed, but it will take a lot of time.
  7. NoOpen

    You can choose.jpg

    I'm seriously thinking about creating a separate series about the Black Swan. I'm not yet sure which section it will be in - SFW or hardcore as there will be a lot of blood there. I will also have to somehow master the creation of clothes and objects because many simple objects are simply not on the site. Also the first iteration of Black Swan is on picture below
  8. NoOpen

    You can choose.jpg

    Poor Stephen. 40 years I actually used this grid to position the blood stains correctly. I don’t really like the system of custom skins and learned how to edit skins in PS in real time Nice girls Tiger
  9. NoOpen

    Moonlight.jpg

    She already did it. In a parallel universe
  10. NoOpen

    Friends.jpg

    I think that when she was free she was a rather lonely person. even her massive tattoos most likely indicate past traumas or some fetish And now she has a chance to find a friend
  11. NoOpen

    Friends.jpg

    I don't think that just because someone looks like a "tough cookie", they have to be a bad guy on the inside. I hope that at heart they are all good people p.s.: im not sure about Black Swan. She's something...
  12. NoOpen

    Friends.jpg

    From the album: Lucky Star Prison


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  13. NoOpen

    Busted!.jpg

    It could be community service. Or just bravery and stupidity
  14. NoOpen

    Busted!.jpg

    From the album: Lucky Star Prison


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    • 1148x1049
  15. NoOpen

    Oh my peach!.jpg

    From the album: Lucky Star Prison


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    • 1567x1030
  16. NoOpen

    You can choose.jpg

    Somthing like this?
  17. NoOpen

    First time.jpg

    I just couldn’t master Blender and I’m trying my best
  18. NoOpen

    You can choose.jpg

    Blog?In fact, I even don’t know what to write about there. I just know a little about textures, lighting and composition. I don't think a self-taught person should start a blog.
  19. NoOpen

    To rest.jpg

    It's rather a very delicate way to "The Silence of the Lambs" parody Damn Lecter's mask...
  20. NoOpen

    You can choose.jpg

    You can visit the entire album page and customize your viewing
  21. NoOpen

    You can choose.jpg

    Wrong? If you about story so it's just album settings - you can see latest pictures. This album is better viewed from older pictures
  22. NoOpen

    To rest.jpg

    It's SFW album
  23. NoOpen

    To rest.jpg

    From the album: Lucky Star Prison


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    • 1770x1049
  24. NoOpen

    You can choose.jpg

    Don't be so picky. In any case, such small incidents will not go unnoticed I want to believe that this is legal too
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