Nude Mods for the Female characters in BlackDesertOnline (6 Viewers)

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
Hello There why my maid Costume looks like this on Woosa how can i repair this?
View attachment 143943
Do you use the maid uniforms I modified for other characters?
If so, please download and use the file uploaded below.

If not, please delete the following textures from your texture folder.
pew_00_contribute_0012_upgrade_e.dds
pew_00_contribute_0012_upgrade_e_m.dds
pew_00_contribute_0012_upgrade_e_n.dds
pew_00_contribute_0012_upgrade_e_sp.dds
 

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character.zip
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Dihlofosss

3D Artist
Joined
Feb 7, 2023
The normal map used in the game is a textured map and is tangent space.
The concavity of the map is convex in the mesh
Convexity of the map is concave in the mesh.
Yep, I know how tangent space nm works. I mean the channels they used in NM is very strange. usually RGB represends XYZ vector but PA gone in another way. Just goin today finish the model and throw in the Substance painter and wondering how to setup texture channels output for normal map baking.

and btw how you dealing with custom bones naming with character rigs during the skin weight symmetry? Left and right bones marks are in the middle of the bone's names like "Bip01_L_JointName", and blender nor recognizing Left and Right bones to transfer symmetry. _L and _R suffixes should be on the end of the names.
Have any idea how to "batch rename" bones?
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
こんにちは、ダークナイトのローザカシスの衣装の時、左腕が消えてます。
In partcutdesc.xml there is a line called fishhand
M57B3zt.jpg


Add the following line below this line
sahsCjR.jpg
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
Yep, I know how tangent space nm works. I mean the channels they used in NM is very strange. usually RGB represends XYZ vector but PA gone in another way. Just goin today finish the model and throw in the Substance painter and wondering how to setup texture channels output for normal map baking.

and btw how you dealing with custom bones naming with character rigs during the skin weight symmetry? Left and right bones marks are in the middle of the bone's names like "Bip01_L_JointName", and blender nor recognizing Left and Right bones to transfer symmetry. _L and _R suffixes should be on the end of the names.
Have any idea how to "batch rename" bones?
Pearl Abyss modelers made a mistake early on.
That is that the bones are not symmetrically bound.
I had trouble with it at first too, but if I don't use it with the error, it will be an error in the game, so I'm modifying it without correcting it.

EDIT:
It seems that all the material is in the game engine and cannot be extracted from it.
So there are limitations with textures such as normal maps and speculars.
 

Dihlofosss

3D Artist
Joined
Feb 7, 2023
Pearl Abyss modelers made a mistake early on.
That is that the bones are not symmetrically bound.
I had trouble with it at first too, but if I don't use it with the error, it will be an error in the game, so I'm modifying it without correcting it.

EDIT:
It seems that all the material is in the game engine and cannot be extracted from it.
So there are limitations with textures such as normal maps and speculars.
I see, thanx.
Currenty after weight painting I manually renaming affected L and R bones from "Bip01_L_BoneName" into "Bip_B_BoneName_L", applying skin symmetry and reaming bones/weight vertex groups back to initial names. This works fine but would be easier using automatic batch rename, but i cant find proper regular expression pattern for this.

Edit:
Oh btw about speculars, how specular maps packed? Is it BPR way with roughness/metallic or old specular/glossy? And what each texture channel used for?
 

UndercoverPervert

Content Creator
Joined
Aug 9, 2016
Left and right bones marks are in the middle of the bone's names like "Bip01_L_JointName", and blender nor recognizing Left and Right bones to transfer symmetry. _L and _R suffixes should be on the end of the names.

I had trouble with it at first too, but if I don't use it with the error, it will be an error in the game, so I'm modifying it without correcting it.
Pactool uses bone names to match the bone hash needed to apply a weight during import, so renaming bones will break it, however if you rename the bones back it will work just fine, but that's added work.
I'll look into making pactool move left/right notations to the end of the name, however it'll likely be an additional export command as renamed bones could adversely affect existing projects (duplicate bones under different names).
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
I see, thanx.
Currenty after weight painting I manually renaming affected L and R bones from "Bip01_L_BoneName" into "Bip_B_BoneName_L", applying skin symmetry and reaming bones/weight vertex groups back to initial names. This works fine but would be easier using automatic batch rename, but i cant find proper regular expression pattern for this.

Edit:
Oh btw about speculars, how specular maps packed? Is it BPR way with roughness/metallic or old specular/glossy? And what each texture channel used for?
Many games use normal maps and specular textures in the same way. It is almost always the old way of using them.
Other effect textures seem to be used these days.
If you look carefully in your texture folder, you can find them.
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
TUz490Q.jpg

The breasts of this NPC also look wonderful on a high-spec PC graphics board.
Might motivate me to do some modifications. lol

It is more realistic if the low power mode of the graphics card is turned off.
It is nicer than the screenshot of this 4K image.
 

tk7889

Composer
Joined
Jan 18, 2023
There is a slight clipping on Usa's chest.
Also, there are 2 lines drawn on the pussy. Does anyone know about this problem..?
The file is up to date.
 

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Dihlofosss

3D Artist
Joined
Feb 7, 2023
Pactool uses bone names to match the bone hash needed to apply a weight during import, so renaming bones will break it, however if you rename the bones back it will work just fine, but that's added work.
I'll look into making pactool move left/right notations to the end of the name, however it'll likely be an additional export command as renamed bones could adversely affect existing projects (duplicate bones under different names).
Thanx for the info, and big thanx for you tools.
Regarding the Better Collada exporter. Is it possible to add Set Up Axis parameter to it?
 

Dj.Xtremo

Casual Client
Joined
Jun 23, 2019
Hola! ¿Alguien sabe cuál es el código para ocultar la piel de Woosa en el Maegu??

Captura de pantalla (627).png

pkow_my_cloak_0001
pkow_my_hand_0001
pkow_my_lb_0001
pkow_my_sho_0001
pkow_my_ub_0001
 
Last edited:

Dislimited

Potential Patron
Joined
Jan 5, 2022
The mesh with toes is made from the ankle down.
This is to match the existing nude texture, but it will not have the same shape when the new mesh is UV expanded. It takes hours to match it as naturally as possible, but a perfect match will probably take days.
I don't have the energy to do that at the moment.
Another method is to make only the toes and connect them to the existing body, but this also takes hours to match depending on the UV development.
So I don't intend to do that at this time.

As for the foot size, as I said in the other post, I thought those who are not familiar with partcutdesc.xml would be confused about clipping from shoes with standard-size feet, so I pre-sized them to be smaller so they would not clip.
But due to many requests, only Woosa, Maegu, and Dracania have been reworked to fit feet that fit the shoes.
The other characters will be reworked when I have more time.
But please don't expect me to be able to do it anytime soon, as I am working on it by myself.
No worries, I had a feeling it may be difficult. So long as it's addressed eventually haha.
 

Dihlofosss

3D Artist
Joined
Feb 7, 2023
suzu ( 鈴 suzu ( 鈴 may you plese assist me? Have a little problem understanding how "_sp" maps packed.
Red channel is for Metallic, Green channel is for Specular and Blue for Roughness? Is that correct?

Edit:
Also wanted to ask - are you doing LOD_1_2 for your models as well or simply not bothering with them and keep replacing only LOD0?
 
Last edited:

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
suzu ( 鈴 suzu ( 鈴 may you plese assist me? Have a little problem understanding how "_sp" maps packed.
Red channel is for Metallic, Green channel is for Specular and Blue for Roughness? Is that correct?

Edit:
Also wanted to ask - are you doing LOD_1_2 for your models as well or simply not bothering with them and keep replacing only LOD0?
This parameter sets the specular reflectance of non-metallic surfaces.
The higher this value, the more reflective and shiny the surface will be.
Also called specular reflection map.

This map can represent the amount of gloss on a 3D model. In a word, it represents "shine.

If a 3D model of a face is wearing makeup, this map can be used to represent shine (shiny parts such as highlights and eye shadows). It can also be used to express the reflection of a part of the face, such as sweat.

You can also create a color map first, and then create a specular map while adjusting levels and tone curves.

Usually the texture is monotone, but in the case of the Black Desert there are other effects as well.

Perhaps, but I think it is R (metal) G (roughness) B (specular) which is also commonly used in UE.
 

Dihlofosss

3D Artist
Joined
Feb 7, 2023
This parameter sets the specular reflectance of non-metallic surfaces.
The higher this value, the more reflective and shiny the surface will be.
Also called specular reflection map.

This map can represent the amount of gloss on a 3D model. In a word, it represents "shine.

If a 3D model of a face is wearing makeup, this map can be used to represent shine (shiny parts such as highlights and eye shadows). It can also be used to express the reflection of a part of the face, such as sweat.

You can also create a color map first, and then create a specular map while adjusting levels and tone curves.

Usually the texture is monotone, but in the case of the Black Desert there are other effects as well.

Perhaps, but I think it is R (metal) G (roughness) B (specular) which is also commonly used in UE.
Thanx
Yep, I know what Specular means, as well as glossy, rough, albedo and so on. Just PA called this texture "_sp" but packed extra data in it. So I extracted a lot of different objects and tried to analize what every texture channel do.
PA have very very odd pipeline, they messed up with NM, -X they placed into alpha channel, and -Y placed in red and green, blue is blank, or maybe reserved for some mask but I did found any usecasec.
Anyway, thanx again.
 

Dihlofosss

3D Artist
Joined
Feb 7, 2023
Hey that's pretty cool! Would you share the files for that or your last modification, the "dominatrix" version? 🤗
Thanx!
Sure, here you go.
Also going to remodel underwear in the same way as well - leather\latex stripes. Stay tuned =)
p.s.
hmmm... just came in my head - what are you thinking about "black tape project" underwear set?
2023-03-02_88580517.JPG
 

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Kibelius-Dominatrix.zip
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