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Driver

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Everything posted by Driver

  1. Indeed. Interesting thing about this comparison is, they share 99% the same shape nevertheless they look differently. It looks like a trick art, or like a texture of which its shades are pre-baked. As you pointed out it may looks good sometimes, especially in image that is static, but may also look somehow strange when it's in action because there will be always "gap" between your expectation and the rendered result.
  2. A few month ago I made Latona shaped TRS body in blender for convenience and it has BB and Slim version as its shape keys. It was made to make cloth conversion easier (gives me more options, to be exact), but at that chance I wanted to test this body morphs also in actual game play. It was successful and additionally I took their screen caps and compared it to original version. Here the outcome. I don't know which version looks better in your eyes though, one thing that is certain is, morphs don't have its normal data. That said vertices behave as if they are still in the same positions after they shifted their actual positions, and that is to say they reflect light in wrong angle. This result makes me think about how should I take advantage of morph in this project.
  3. People like you who has the clear destination learn really fast. Happy 1st anniversary!
  4. @hfg2 Thanks for the tip. For now I found that the rotation and transformation contents of generated files (symmetry fix patch is applied) are almost same as original anim01 values. I replaced some of the them, like cheek_R_joint01 or lower_lip_R_joint01 with original ones but no difference was seen. Anyway I can make the nose and eyes some more 80% symmetrical, and that was not bad result at all cause like CR said above perfectly symmetrical face can go for uncanny valley course, so I'm satisfied for now. Thanks anyway!
  5. @hfg2 Hey, thank you. Looks like it can fix rotation value of eyes, cheek, upper lips or some other that is not symmetrical, should be useful to make full symmetric face. As for the nose... as you told it doesn't have the pair so you need to fix its orientation manually (yeah it is not a matter of translation so that you will not have luck zeroing the Xs). But I don't get why the developer did such a strange thing, don't you think that if all the numbers were integers, the distortion would be eliminated? the progress SJoint :local_56537 . { SJoint.JointOrientation Vector3f( 88.876694, 0, -93 ); SSimpleTransform.Translation Vector3f( -0.0202144, 0, 0 ); Object.Name "Model01:Snose_jointEnd"; }; // -- SJoint :local_56537 . { // -- SJoint.JointOrientation Vector3f( 88.876694, 0, -90 ); // -- SSimpleTransform.Translation Vector3f( -0.0202144, 0, 0 ); // -- Object.Name "Model01:Snose_jointEnd"; // -- }; SJoint :local_56535 . { SJoint.JointOrientation Vector3f( -0.4, -88.677994, -181.4 ); SSimpleTransform.Translation Vector3f( -0.037152488, 0, 0 ); Object.Name "Model01:Snose_joint02"; }; // -- SJoint :local_56535 . { // -- SJoint.JointOrientation Vector3f( 0, -88.677994, -180 ); // -- SSimpleTransform.Translation Vector3f( -0.037152488, 0, 0 ); // -- Object.Name "Model01:Snose_joint02"; // -- }; SJoint :local_56533 . { SJoint.JointOrientation Vector3f( -2.1, 2.1966031, -0.6 ); SSimpleTransform.Translation Vector3f( 0.047308434, -0.10, -0.1194366738 ); Object.Name "Model01:Snose_joint01"; }; // -- SJoint :local_56533 . { // -- SJoint.JointOrientation Vector3f( 0, 2.1966031, 0 ); // -- SSimpleTransform.Translation Vector3f( 0.047308434, 0, -0.1194366738 ); // -- Object.Name "Model01:Snose_joint01"; // -- }; The commented lines are from original anim01.
  6. oh that's interesting information, but how you calculate to back them to symmetrical? My target is only nose and lips, mostly nose. Then maybe the target is SJoint :local_56533, 56535, and 56537? They are like this.
  7. It's normal not to notice if something is symmetrical or not until you flip it horizontally. This happens more often in drawing, if you have a favorite portraits try flip them horizontally. If the author didn't care about how symmetry his art is, then they'll look completely "off".
  8. I'm preparing minor update of GECartoon face mod. Have you ever been disappointed when you flipped a portrait you thought you got well done? That may be because model's face is not symmetrical in TK. The face meshes are perfectly symmetrical in Blender, but somehow they get distorted in the game. In this update (0.8) I distorted the mesh in Blender to get the face look more symmetrical in the actual game play. Edited 18/09/2003 I'm going to deeper in this problem and I found GEC v0.8 was completely mistake because I didn't set the camera in right orientation strictly when I worked on it. So probably the distortion of the nose became worse than v7.0. You can throw v0.8 away from your window. I'm working on from different approach right now, via anim script, hoping it can fix the distortions of all the face mod.
  9. Not confident tho it looks like F7 curvy + big boobs to me.
  10. I think there isn't, because MC thicc has increased number of vertices so that one can't transfer the positions of vertices using a shape key or any other tools.
  11. Driver

    You! dumb ass

    Thank you for the comments and supports guys
  12. Driver

    You! dumb ass

    Yeah it's kinda unintended result, that veins are a h5 skin layer though hook5 tends to lose control of the layers when you ran out of graphic memory, and unless you release it by changing skin in customizer, at least that's it in my environment. When I found the veins are too visible and tried to reduce the intensity, it happened.
  13. Driver

    Well measured

    It looks for me yours is simple and functional atst!
  14. Driver

    Well measured

    Hey it looks much better, I love the slider cursor.
  15. Driver

    Well measured

    Obviously I'm not good at designing gui so I hope someone do a better version.
  16. Driver

    Well measured

    I'm not expert of GUI so You'd better to ask @x17 about it, but as far as I know those number values are displayed only for default sliders not for face gen or morphs sliders.
  17. I made something like a scale on the slider GUI, is anyone interested to try? GUI_scale_dark.zip GUI_scale_transparent.zip
  18. Driver

    All about arms

    Agreed. I'm always thinking that weight painting is something like tag of war, if you fixed one side you shall break the other so always you need to take care for balancing the both sides, and as a result you can't be a perfect winner, always.
  19. I'm preparing a minor update of Latona body mod. It's about the upper arms, upper chest, and shoulders. It has been so from the very first of my game play, the shape of shoulders of the villa model when their hands are down (and they are down during most of time) makes me feel a bit off. So I tried to solve this through redoing weight painting of the upper arms and shoulders. v2.63 video preview 123.mp4
  20. I did a few of them, but they need a little more work because of clipping issue I think,
  21. Didn't know that at all, I'll definitely try later.
  22. You used CustomModel for sure cause Eyespass doesn't have glow effect. Glow works for iris alone, I just tried it, but if you have glow on both iris and eyeball, they behave strangely. Yeah so called spec map can't be used in the eyespass, eyespass's stage3 is used for different purpose.
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