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Found 8 results

  1. By digging up those older sci-fi texture sets previously, I found a bunch of Keidos catsuit sets. Loved to use these with some armor and other stuff. So I tried to give them a Normal and Specular map, but it looks like that doesn't work really well in the "shiny" and "oily" options. Looks like the same effect gets applied all over. Plus it felt a bit lazy to use another creators work for like 99.99% and only add that little minor extra. I decided to use Keidos work as a basis, starting point, for the layout and feel. And then recreating them to match the R9Catsuit03 outfit. And give them proper working VX effects. Giving more options on what is super shiny or glossy. I've got 4 done so far.
  2. Welcome to my first blog entry of my "Project Level Def". This is where I will update you with the process of completing a level def for a room leading to its release. So the first room that I decided to release a level def for is @hunter1110Modern Loft. The picture above is the original version made by Hunter himself. I've been messing around with Level Def's since Hook 4 and I will tell you it isn't hard but it also isn't easy to create. The challenge comes from the room itself and from what I've learned is that white walls make lighting much harder for me when creating level def's. White make lighting bounce all over the place and you can't get the detail that you want out of the room or the models. What I found out from working with lights is that darker colors absorbs light much better, so I decided to go with a darker color for the walls. I wanted to make a pose bundle for the room but the white walls and the lighting just made it difficult for me to work with my poses here. So I decided to take on this project by going in and recreating my own Level Definition and add some Xalas flare to the pictures a bit. I made sure to label all of the lights and also categorize each level def by room. So it will be so much easier for you to navigate and turn off which lights that you want. If not you can have all the lights on, thats if your PC can handle all of the lights on. If you have a good PC then you should pull around 60-90FPS with 1 model, 50-60 with 2 models, 40-45FPS with 3 models, and 25-35FPS with 4 Models and this is with all the lights on. If the lights are still too much on your FPS then I suggest turn off the shadow on the lights where it doesn't matter as much to you. My best advice is to turn off one floor of lights if you will be spending most of your time either downstairs or upstairs. You know how I am with night lighting, so you can turn off all of the lights and leave only the outside lights for a more intimate scenery. If someone knows how to fix the culling with the Bathroom Mirror, that would be nice because I want to create some cool poses that take advantage of the mirror. Right now the models bodies disappear when you close up on the mirror itself. The Level Def has now officially released!
  3. Cold Irony

    Goodbye

    If you are reading this, it means I'm not dead, but very much alive and well. It is, in fact, the very reason why I decided to leave TK17’s modding scene. Usually, when modders quit, they do so because something bad happened — troubles IRL, emotional burnout, etc. But in my case it's the opposite, my life is actually getting better. As requested by @pes1972, I uploaded some of my unfinished content to the cloud, which allows you, fellow modders, to find something useful, polish it up a bit and release it on the site. A considerable amount of time was spent sifting through my obscenely cluttered hard drive, filtering out garbage and duplicate files, so that only potentially useful stuff remains. ‘Potentially’ being the key word here, since if even I couldn’t be bothered to release this stuff, there’s no telling how useful it will be to someone else. Link to the content: https://mega.nz/folder/f4d2iLhY#jWT4jlVEpjIg_r7P2NSbgw I tried to only include stuff that I either made from scratch or, at least, modified enough for it to be distinct. Feel free to download whatever you like and do whatever you want with it, including using it as a base for your own projects. Just credit me as the original author. The archive is split into two major categories – textures that are more or less ready to be used in the game, and layered PSD files. The latter can be quite messy on the inside, especially the ones for big projects, so be prepared. Game-ready items generally consist of a DDS or a PNG file, which is the main texture (diffuse map), a dummy PNG file (less than 1 KB in size each), and a pass-file in text format, which contains the paths to normal and specular maps in _hook5data subfolders. Naturally, in order for the item to work, all of its aforementioned components need to be in proper places (this explanation is for those who are not very proficient in modding for Hook5). If you want to avoid a disaster, I recommend assembling items one-by-one, instead of dumping everything into your ActiveMod folder. That’s about it for Cold Irony. Thank you, everyone. Goodbye.
  4. Ok! Here's the second part of the tutorial no one asked for! (granted, one person asked for it, but I think it was only a coutesy . Thanks anyway! There's the result!) Ok! Lá vai a parte 02 do tutorial que ninguém pediu! (Mentira, uma pessoa perguntou, mas acho que foi só para puxar conversa . Valeu de qualquer forma, tá aí o resultado!) Part one we chose a base skin texture to modify, made a copy of it on a customized folder and changed it's hue/saturation to match our needs. Now We'll make more personalizations to it! Na parte 01 nós escolhemos uma textura base para modificar, fizemos uma cópia dela e colamos numa pasta que criamos e mudamos a matiz/saturação dela para atender nossas necessidades. Agora faremos personalizações extras nelas! Step 5: Doing further modifications. For extra modifications, like tattoos, birthmarks, imperfections, scars, etc we need a new set of tools on the image manipulator program, but first of, make sure your modfications aren't in the skin layer! create a new layer to make your personalizations! Passo 5: Fazendo mais modificações. Para modificações extras, como tatuagens, marcas de nascença, cicatrizes, etc, precisamos usar mais ferramentas no programa de manipulação de imagens, mas primeiro, tenha certeza que suas modificações não sejam feitas na mesma camada da pele! Crie uma nova camada para fazer suas personalizações! To do that go to the layer's tab... Para fazer isso, vá para a aba "Camadas"... And create a new layer clicking the "create a new layer" button, that's represented with a "+" sign: ... e crie uma nova camada clicando no botão "Criar nova camada" que está representada por um sinal de "+": That in the yellow box is Portuguese for: Create a new layer" Just click on it and we have our new layer and can begin with the customization! Apenas clique nele e temos nossa nova camada e podemos começar a customização! 5.1: Now, Mari has many body markings, among them birth signs, some scars and tats. I recommend to create a layer for each characteristic, you can also double click in the layer's name to rename it. I'll rename "Camada 2" with "Moles01", those are some of the moles markings she have. 5.1: Mari possui muitas marcas na pele, entre elas marcas de nascença, algumas cicatrizes e tatuagens. Recomendo criar uma camada para cada característica, você também pode clicar duas vezes no nome da camada e alterá-la. Vou renomear a camada 2 para fazer as pintinhas que a Mari tem. Then, I'm using the brush tool to make the moles. Moles can be made as simple as just some darker spots on the skin or as complex as embossed ones. I'll make some "complex" moles now: Então, eu uso a ferramenta pincel para fazer as pintas. Pintas podem ser tão simples como apenas uma mancha escurinha, ou tão complexa como uma entalhada. Vou fazer algumas entalhadas agora: I used the brush on the size 4 and with 30-70% opacity, and drew this mole. Eu usei pincel de tamanho 4 com variação de 30 a 70% de opacidade e desenhei as pintas. Then I double clicked the mole layer the window "Layer's Style" pops up the first option is the only one you need to use: Bevel & Emboss. Change deepness, size, suavization and angle until you are satisfied with the result. Now you can just copy and past this mole on other parts of the body! You may also turn them, make them bigger and smaller by hitting Ctrl+T. Each copy can be individually changed their embosses by double clicking their layers. All that and you just needed to create one! Simpler moles can be made just by drawing spots on the skin (using their own layers! Don't forget that!) Então cliquei duas vezes na camada das pintas e a janela "Estilo de Camada" apareceu. A primeira opção é a única que você realmente precisa para fazer as pintas: Chanfro e Entalhe. Mude a profundidade, tamanho, suavização e ângulo até ficar satisfeito com a aparência das suas pintinhas. Feita a primeira, você agora só precisa copiar a camada e colar em qualquer outro lugar do corpo que quiser! Você também pode virá-las, fazer elas menores ou maiores e deforma=las apertando Ctrl+T. Cada cópia pode ser individualmente customizada no chanfro e entalhe clicando duas vezes nela. Tudo isso apenas criando uma! Pintas mais simples podem ser feitas simplesmente fazendo pontos na pele (mas use as camadas próprias para isso! Não se esqueça!) After a lot of moles (I like moles!) this is the result: Depos de várias pintinhas (eu gosto delas!) aí está o resultado acima: I also added some on her feet and hands. Beware when customizing the hands and feet! The right and left feet and hands share the same texture, so they'll be the same, only backwards! Eu também adicionei algumas nos pés e nas mãos. Tome cuidado ao customizar essas parte, pois as mãos e pés direitos usam a mesma texturas dos esquerdos, sendo que de trás para frente! For her "Café-Au-Lait" marking, I'm using a different tool - the lasso. The lasso is a tool that creates a selection in the image you are manipulating. In my case, I'm selection this patch of skin to make a Café-au-lait "Coast of California" Style. Made the selection I copy and paste it, creating a form that, for now, it's invisible. Click on the new layer holding Ctrl, this will make the layer's content to become selected again. Still with the selection on, I activate the hue/saturation button and made the marking darker than her normal skin. Make sure you have the selection! If not the whole texture will change the color! Para a mancha café com leite que a Mari tem, vamos precisar de outra ferramenta, o lasso. O laço é uma ferramenta que cria uma seleção na imagem manipulada. No meu caso, eu estou selecionando um pedaço de pele na forma da manhca no estilo "Costa da California" . Feita a seleção, eu copio e colo ela, criando uma nova camada com a forma selecionada. Clique na nova camada enquanto segura Ctrl e você seleciona todo conteúdo dela novamente. Ainda com o trecho selecionado, ativo a matiz/saturação novamente. Dessa forma, apenas a seleção vai ter a cor alterada. Se não houver a seleção, tudo vai ter a cor alterada! então cuidado! And that's the result! "Some people think it's ugly, but I don't care, my boyfriend loves it! It itches a bit.... NO I'm kidding! It doesnt! It doesn't! " - Mari E esse é o resultado! "Algumas pessoas acham feio, mas eu não me importo, meu namorado ama!. Coça às vezes... Não, tô brincando! Coça não, coça não! " - Mari. That's was all her birthmarks, now I'll make her scars. As a amateur fighter and private investigator working for INTERPOL, she had been in many scuffles and firefights, if not for the incredible services of doctor Gunwoo, she would have far more scars than what she does now. Let's make them! On part 03, because I'm tired now... Essas foram todas as marcas de nascença. Agora vão as cicatrizes. Como lutadora amadora e investigadora privada trabalhando para a INTERPOL, ela já se envolveu em muitas brigas e tiroteios. Se não fosse pelos incríveis serviços da Dra. Gunwoo, ela teria bem mais cicatrizes do que tem agora. Vamos fazê-las! Na parte 03 porque já estou cansado... Part 01/Parte 01 Part 03/Parte 03 Part 04/Parte 04
  5. Quarz

    Lady Baphomet

    Found back this demon skin named Baphomet, made/ released by Masterbaiter, in my old pile of 7.5 stuff. Just made a normal and specular map for it; then dropped on some extras to complete her look. Looks like proper lady of hell now! Might go and do another armor/ clothing set just for her. But it's fun so far to play around with.
  6. Long ago I wanted to retexture the fighting stick toy addon (by HDiddy) into one of these bad boys, but the first attempt was quite meh so I scrapped it and started anew. This time it sure looks like smth worth claiming the space on the screen. Right now it's in a finalization stage and in a few days should be out for grabs. Here's some previews of what you can expect. Jedi style saber Silver-golden color scheme, supposed to give a peaceful, harmonius feel. Sith style saber Sharp shape and agressive black and red look, meant to make all those padawans shit their whitey robes. Crystal core exposed (do not break or remove the protective cover! ) Makeshift saber Something like a saber with signs of damage, scratches, made or repaired by an outcast,. Gives a look of two separate blades joined to form a staff, therefore each side may be of different color. And of course a variety of colors to match your girl's eyes or that fancy shoes she bought on Coruscant xD I would also like to try a shimmering or pulsing animation for blades, will see if it can be done Stay tuned and prepare for my arrival !
  7. Ok, this is what I’m doing right now. I’m creating some 4x skin textures for my models, so I’ll share the process. WARNING – It’s nothing close to professional work, but it should do for people who haven’t a clue on how to make properly, as myself. Extra Warning: It takes some time, so it's not easy magic too, I suspect there are easier ways, but this is the way I do since ages ago, and I'm used to it. Did I say I’m creating 4x textures? What if you want 2x? And what all these X’s mean? Ok, Let me explain quickly, the game is set in a standard texture size that maybe too small to some details you may want your model to have. To fix that it was created a mod that makes the game accept bigger, more detailed textures – twice the size of the original and four times the size of the original. In my experience, 4x textures are too demanding on the machine, go for them only if you plan to use one or two models, or if your PC has at least 32gb of ram (or you have a lot of patience with crashes). Twice the size is already good enough and currently I’m using them for multiple characters in the same scene. 1x Sizes are: Body: 512x1024 pixels Feet: 256x256 pixels Genital: 256x512 pixels Hand: 256x256 pixels Head: 512x512 pixels 2x sizes are: Body: 1024x2048 pixels Feet: 512x512 pixels Genital: 512x1024 pixels Hand: 512x512 pixels Head: 1024x1024 pixels 4x sizes are: Body: 2048x4096 pixels Feet: 1024x1024 pixels Genital: 512x1024 pixels Hand: 1024x1024 pixels Head: 2048x2048 pixels You can do the resizes in any photo manipulating program, like Photoshop or GIMP. Just go to the tab "Image", then "Size of the Image" PT-BR: Ok, esse é um tutorial sobre como fazer texturas para suas modelos. Estou criando texturas 4x para as minhas, então vou compartilhar o processo. AVISO - Não tá nem perto de trabalho profissional, mas serve para pessoas que, como eu, não tem ideia de como fazer apropriadamente. AVISO EXTRA: Leva certo tempo, não é mágica. Eu suspeito que existam formas mais fáceis de se fazer, mas esta é a forma que eu faço há tempos, e estou acostumado assim. Eu disse que estou criando texturas 4x? E se você quiser 2x? E o que esses X todos significam? Ok, Deixe me explicar rapidão, o jogo é padronizado no tamanho padrão de textura, que pode ser muito pequeno para alguns detalhes que você queira que seu modelo tenha. Para corrigir isso, foi criado um mod do jogo que aceita texturas maiores e mais detalhadas - o dobro do original e o quádruplo do original. Na minha experiência, texturas 4x são muito pesadas para a máquina, vá com elas apenas se você planeja usar um ou dois modelos, ou se seu PC tem 32GB de ram ou mais (ou se você é muito paciente com crashs) 2x já é bom o bastante para o uso de múltiplos personagens, e é o que tenho usado para esse tipo de cena. Tamanhos 1x são: Corpo: 512x1024 pixels Pés: 256x256 pixels Genitais: 256x512 pixels Mãos: 256x256 pixels Cabeça: 512x512 pixels Tamanhos 2x são: Corpo: 1024x2048 pixels Pés: 512x512 pixels Genitais: 512x1024 pixels Mãos: 512x512 pixels Cabeça: 1024x1024 pixels Tamanhos 4x são: Corpo: 2048x4096 pixels Pés: 1024x1024 pixels Genitais: 512x1024 pixels Mãos: 1024x1024 pixels Cabeça: 2048x2048 pixels Você pode mudar o tamanho em qualquer programa de manipulação de iamgem, como Photoshop ou GIMP, apenas vá para a aba "Iamgem" e depois "Tamanho da Imagem" This tutorial is more for you to personalize an already existing skin texture than making one from scratch. I'm making a 4x skin for Mari Azai, she already have some skin textures, but it's 1x quality. PT-BR: Este tutorial é para você personalizar uma skin que já exista, e não para fazer uma do zero. Eu esotu fazendo a versão 4x da Mari Azai, ela já possui texturas, mas são qualidade 1x. First Step: You must choose a base skin for your model. PT-BR: Passo 1: Você deve escolher uma skin base para sua modelo. For Mari, I've chosen AM [Skin Female] [4X] SkinnyBody - I prefer this one because it's blander than the others, for me it's a plus because I can add the particularities, I want for it. PT-BR: Para Mari eu ecolhi AM [Skin Female] [4X] SkinnyBody - eu prefiro essa porque possui menos detalhes que outras, para mim é um bônus, porque eu posso adicionar as particularidades que eu quero. Second Step: Open your favorite Image Manipulation Program. One very good and free it's GIMP. I use Photoshop, but it's no matter. Passo 2: Abra seu programa de manipulação de imagem favorito. Um muito bom e gratuíto é o GIMP. Eu uso Photosho, mas isso não importa. Step Three: Create a new folder on \Mod\ActiveMod folder and name it in a reconizabele way. You'll keep your model's skin textures here, so name it preferable with his/hers/its name. I name mine as: Passo 3: Crie uma pasta nova em \Mod\ActiveMod e a nomeie de uma forma que você reconheça facilmente. Você irá manter as texturas de seu modelo nela, então nomeie preferencialmente com o nome dele/dela Eu nomeei a minha como "MariTats4x" como acima. Go to the folder of the skin textures you want to personalize and copy everything in it. Vá para a pasta da textura de pele que você escolheu para personalizar, copie tudo que tiver nela. SkinnyBody it's very simple, so there's not much to copy here. Past everything in your model's skin folder. The ones we will personalize in this tutorial are mod_female_White_body, mod_female_white_feet, mod_female_white_genital, mod_female_white_hand and mod_female_white_head. The passes we will not change them on this tutorial, but they need to be on your new folder regardless. With that done, reinitialize your game if not done yet. SkinnyBody é bem simples, então não tem muito o que copiar. Cole tudo na pasta que você criou. Os que eu vou personalizar nesse tutorias são mod_female_White_body, mod_female_white_feet, mod_female_white_genital, mod_female_white_hand and mod_female_white_head. Os arquivos ".pass" não iremos altera-los neste tutorial, mas eles precisam ser inclusos na pasta do seu modelo de qualquer forma. Com tudo isso pronto, reinicie o jogo se já não o fez. Step four: Open the Female_White_Body texture with your image manipulator programm. Don't forget to open the texture you saved on your model's folder! We don't want to lose the original skin that can be used for later personalizations! Passo 4: Abra a textura "Female_White_Body" com seu programa de manipulação de imagem. Não se esqueça de abrir a textura que você salvou na pasta de seu modelo! Nós não queremos modificar a textura original, pois pode servir para outras personalizações! Here's mine opened. Now, some image manipulating one-o-one: Aí acima é o meu aberto. Agora vamos saber um pouco de manipulação de imagens: 4.1 You may want to change the color of the skin, Mari is a Brazillian-Niponic girl. Her genetic father has a powerfull tanned skin, so she inherited a bit of that. It would be nice to have the skin already in the correct tone. I want her a bit darker than the original skin. 4.1 Você pode querer mudar a cor da pela. Mari é uma garota Nipo-Brasileira. Seu pai genético tem uma pele bem morena, então ela herdou um pouco disso. Seria bom ter a pele já no tom desejado, então eu quero ela um pouco mais escura que a pele original. All you have to do is to go to sidebar, click on layer's tab and click on the button bellow called "Create new filling or adjustment layer" or something like that, mine is in portuguese, but I have a nice screenshot pointing which button is bellow: Tudo o que você tem que fazer é ir até o painel esquerdo, clicar na aba de camadas e clicar no botão chamado "Criar novo preenchimento ou ajuste de camada" como no screenshot acima: It'll appear these options, chose the one which reads: "Hue/Saturation" Vai aparecer essas opções, escolha a que lê: "Matiz/Saturação" You should see this: Deve aparecer isso acima: Notice that the saturation is already in +10 and luminosity already at -15, those are Mari's modifications, you can do the changes you please. Just notice! write the changes down! You'll need to change all pieces of your models (Hands, Head, Genital and Feet). At this point save your progress on .pds (so you can modify and adjust) and on .png. Replace the one in your model's folder. Repeat all the process above with each ,png, make sure all are with the same hue/saturations mods of the body! Save them all as .pds and .png (replacing the one in your created folder). There's no problem to save .pds files inside your models folders, the game don't read them and just ignore them. Note que a saturação já está em +10 e a luminosidade já em -15, estas são as modificações que eu escolhi para a Mari. Você pode fazer as modificações que desejar, mas cuidado! Anote os números das mudanças, pois elas serão necessárias para igualar nas outras texturas (Mãos, cabeça, genital, pés). Nesse ponto salve seu progresso em .pds (para que possa modificar e ajustar) e em .png. Substitua o que está dentor da pasta com esse. Repita todo o processo acima com cada ,png, confirme que todos tenham a mesma luminosidade, cor e saturação! Salve todos em .pds e .png (substituindo os que esyão na pasta). Não tem problema salvar os .pds dento da pasta do modelo, o jogo não os lê e só os ignora. At this point, you may want to see ingame if the skin color of your model is what you wanted. If not, you may change the luminosity, hue and saturation until you get right. I'm please with the results, so she seems to be, so moving on! Nesse ponto, você deve querer ver como ficou no jogo o tom de pele de seu modelo. Se não ficou como queria, basta voltar para o programa de manipulação e mexer mais na saturação e luminosidade dos arquivos até ficar legal. Eu estou satisfeito com o resultado, e ela parece que também, então vamos continuar! Well, it's getting too big, so I'll just call it "Part 01" and start a part two! Bem, o tutorial já ficou bem grande, então vou chamar de "Parte 01" e começar a parte 02! Part 02/Parte 02 Part 03/Parte 03 Part 04/Part 04
  8. 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. And here's the rough representation of the areas they adjust. 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. 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 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. 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
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