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 [MOD] 4K Saiko Skin 
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smithclub99 wrote:
Thanks IIT0NE,

You’ve made a good effort but it’s not what I’m into. And that’s a good thing because not everyone is going to like my style. You’ve given people an alternative.

As far as not posting, I wouldn’t worry too much about it. Most people don’t feel comfortable making a public statement. That’s why most of the posts on here are from the same few members. I rank 50 out of 4699 members and I’ve only posted 66 times. Just go by you’re download numbers, if they’re downloading it they probably like it.

As a suggestion you could make some more versions with, makeup and different lipstick colour.

I think xpadmin is locked in a cave somewhere, coding like mad because this has taken a lot longer then he expected and he can’t afford to be distracted.


Thanks for the feedback, most appreciated and duly noted.

You might be able to help me work out the issue with Saiko's nipples: They're placed on two separate circles (?), which seem to be on separate layers to the rest of the body. Is it possible to flatten that layer somehow and map an all-over skin like the way it's done with the Monica textures?

Agreed on xpadmin. I think he's either finished the game and he's keeping it all to himself or someone's paid him millions of bucks and he's living on a tropical island somewhere.

Gotta respect a man's privacy, but surely he can't be so busy that he can't write a quick "Hi everyone, I'm still busy, I'm about xxx% through it" or "if anyone wants to help make this go quicker, here's a list of things I need help with"?


Sat Jun 10, 2017 3:18 am
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I liked it and would dito the other poster about adding more versions of like different make up.

Most people are lurkers because the game is pretty much dead at the moment, so theres nothing to write about.


Sat Jun 10, 2017 7:18 pm
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bark01 wrote:
I liked it and would dito the other poster about adding more versions of like different make up.

Most people are lurkers because the game is pretty much dead at the moment, so theres nothing to write about.


Thanks for the feedback! I'll get to work on some more versions for both girls (including less dark and sore looking nips :lol: ).

It's a shame, I get that @xpadmin is busy and contrary to previous posts, I do realize there's a hell of a lot of work involved. Nothing stopping him from getting on the forums and giving monthly, (I'd even take bi-monthly) updates though.

I work pretty much 24/7, running a busy marketing and design studio. I also take on graphic design projects in my spare time. I still find time to post on forums :/

Get it together, @xpadmin, we're counting on you here! :D <3


Sat Jun 10, 2017 9:54 pm
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IIT0NE wrote:
Is it possible to flatten that layer somehow and map an all-over skin like the way it's done with the Monica textures?

The short answer is NO.

Saiko’s UV map is slightly different to Monica’s.

With Monica, the breast area is all in one so the map around the nipples is really bunched up and it’s impossible to get any sort of detail on the areola.

Saiko’s UV map has the areola and nipple removed and placed on the sides (same layer). This enables the areola to be a lot bigger on the texture map allowing for detail. Ideally I would like to have the entire breast removed and splayed out separately on the texture map that way enabling the option to place tattoos on the breast without too much distortion.

I have uploaded an enhanced copy of Saiko’s UV map, it has a transparent background so you can place it over your texture and use it as a guide.

If you or anyone else is interested in playing around with different make-up options I have included a few layers of makeup. I use Photoshop but I assume other image editing programs will work the same. If you open the body texture with Photoshop and then drag the makeup layers one at a time directly to that texture they should line up automatically. I use the colourise option and the fill slider in Photoshop to change the colour of the individual makeup layers giving infinite combinations.
Attachment:
Saiko UV Map.7z [3.28 MiB]
Downloaded 607 times


Hope this helps,
Smith

P.S. As I’ve just found out you are a professional graphic designer, I apologise for the over simplified explanation for Photoshop.

P.P.S. I forgot to mention the UV map is only 2048 (in order to reduce file size) but you should be fine with that.

_________________
My most recent release can be found here


Sat Jun 10, 2017 11:45 pm
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Quote:
219 views and one person responding. Lots of lurkers? Who's downloaded it? What did you think? Hate it? Love it? It's just "meh"?


It's normal, there is just a couple people lurking - as for me, I just try to help around with tech questions where I can, but I didn't try the skin yet as I'm quite happy with the existing skins (In my opinion the remainder of the uncanny valley effect in this game isn't in skins, but the models)

I wish somebody made more sex toys though :P
I tried, but my 3d modeling skills are based on consumer product design where files aren't based on triangles and aren't optimized for games. The workflow to convert them is a pain in the arse and only suited for smaller, low res mesh things.

Quote:
I think xpadmin is locked in a cave somewhere, coding like mad because this has taken a lot longer then he expected and he can’t afford to be distracted.

I hope he's living on coffee and lack of sleep.


Sun Jun 11, 2017 11:59 am
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smithclub99 wrote:
IIT0NE wrote:
Is it possible to flatten that layer somehow and map an all-over skin like the way it's done with the Monica textures?

The short answer is NO.

Saiko’s UV map is slightly different to Monica’s.

With Monica, the breast area is all in one so the map around the nipples is really bunched up and it’s impossible to get any sort of detail on the areola.

Saiko’s UV map has the areola and nipple removed and placed on the sides (same layer). This enables the areola to be a lot bigger on the texture map allowing for detail. Ideally I would like to have the entire breast removed and splayed out separately on the texture map that way enabling the option to place tattoos on the breast without too much distortion.

I have uploaded an enhanced copy of Saiko’s UV map, it has a transparent background so you can place it over your texture and use it as a guide.

If you or anyone else is interested in playing around with different make-up options I have included a few layers of makeup. I use Photoshop but I assume other image editing programs will work the same. If you open the body texture with Photoshop and then drag the makeup layers one at a time directly to that texture they should line up automatically. I use the colourise option and the fill slider in Photoshop to change the colour of the individual makeup layers giving infinite combinations.
Attachment:
Saiko UV Map.7z


Hope this helps,
Smith

P.S. As I’ve just found out you are a professional graphic designer, I apologise for the over simplified explanation for Photoshop.

P.P.S. I forgot to mention the UV map is only 2048 (in order to reduce file size) but you should be fine with that.


This is really handy, thank you! I'm using PS, too. Great tip on using the fill slider - I usually default to quick masking, opacity mixing and Luminosity as the blending mode (handy for quickly matching skin colours on new pieces of various fleshy parts!).

On a sidenote, I find that switching to CMYK mode when editing gives you much finer control with the Curves (Image>Adjustment>Curves). For me, I can get a really close colour match, especially with skin tones. Thankfully it prompts you to switch back to RGB before saving (if you forget, like I do almost every time :lol: ).

I'll play with the UV Map, cheers :)


Sun Jun 11, 2017 2:14 pm
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riftporn wrote:
It's normal, there is just a couple people lurking - as for me, I just try to help around with tech questions where I can, but I didn't try the skin yet as I'm quite happy with the existing skins (In my opinion the remainder of the uncanny valley effect in this game isn't in skins, but the models)


You're right there - It would be nice to have higher rez models (and the ability to edit them). I guess xpadmin paid for the rights to use the models and doesn't want to give them away, I get it.

riftporn wrote:
I wish somebody made more sex toys though :P
I tried, but my 3d modeling skills are based on consumer product design where files aren't based on triangles and aren't optimized for games. The workflow to convert them is a pain in the arse and only suited for smaller, low res mesh things.


Have you tried Modo? I used to work for an engineering firm that designed commercial/industrial products like Hospital beds, Airport furnishings etc. I helped design a Gynaecology suite, which was a bit weird - I had to design branding and packaging for a pee funnel. Fun times!

My 3D editing knowledge is limited, but I remember being able to pick Modo up quite quickly. I think I remember my old boss saying it utilizes Cuda cores for quicker rendering?


Sun Jun 11, 2017 2:37 pm
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I could draw up at least a dozen sex toys a day in Solidworks, it's just that the only file format I can export (and import in Maya) is OBJ which is triangle based, no normals etc. so they either look shitty in game or use an unreasonable high triangle count to look good.

(Or is there somebody with the knowledge of how to create good rounded models in Maya from triangles only?)


Sun Jun 11, 2017 6:23 pm
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can you make nipples darker?

riftporn wrote:
I could draw up at least a dozen sex toys a day in Solidworks, it's just that the only file format I can export (and import in Maya) is OBJ which is triangle based, no normals etc. so they either look shitty in game or use an unreasonable high triangle count to look good.

(Or is there somebody with the knowledge of how to create good rounded models in Maya from triangles only?)


It should auto triangle it if you import it into the game engine as very few game engines render quads otherwise you can triangle any model by simply clicking the function in maya


Sun Jun 18, 2017 11:59 am
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Quote:
It should auto triangle it if you import it into the game engine as very few game engines render quads otherwise you can triangle any model by simply clicking the function in maya


The issue, as far as I understood it is, that triangle based exports (like STL, Wavefront OBJ etc) will only contain the actual triangles, but no normals for smoothing.
If you import a sphere into Maya and render it, you will see the triangles. If you create the sphere in Maya it will render absolutely round, even with a low number of triangles. There is ways to add this to imported objects but either you have a lot of manual work or if you use auto smoothing functions it does look very wrong in some places.


Mon Jun 19, 2017 11:35 am
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