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Old 03-01-2016, 01:08 AM   #61
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Quote:
Originally Posted by Xbr View Post
looks like material drawing order & ambient occlusion problem [HGSAO in this case]

change the surface shader, uncheck & remove HGSAO fx tabs for that [subset] material usually fix the problem. not so sure because i didn't see the whole fx drawing order applied so i can't replicate the situation (◎_◎;)
I think that I don't have still aplly shaders to the model:
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Old 03-01-2016, 02:18 AM   #62
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Quote:
Originally Posted by Usopp View Post
I think that I don't have still aplly shaders to the model:
maybe this will help better
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Old 03-01-2016, 02:20 AM   #63
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Quote:
Originally Posted by Usopp View Post
I think that I don't have still aplly shaders to the model:
try turn off & remove any checkbox for that subset on HGSAO tab. if it still exist , try remove HGSAO.x from your accessories list ( ?´_ゝ`)
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Old 03-01-2016, 03:23 AM   #64
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Thank you so much to both of you m(_ _)m
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Old 03-01-2016, 04:48 AM   #65
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Quote:
Originally Posted by Tucsoncoyote View Post
you knoww what we need? Cheerleaders..

So I whipped up a little somethig courtesy of 3D custom girl.. See if you can use these as ou find them in this thread.

Tucson coyote
If you re searching for a cheerleader model try to look at this.

As the image suggest there is also a school swimsuit

https://bowlroll.net/file/61423

pass is uranus.



seriously.
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Old 03-02-2016, 06:01 AM   #66
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I'm trying to make a bit of pubic hair for Momiji and Takane. But I really don't know how I have to make it and apply it in PMX
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Old 03-02-2016, 07:08 AM   #67
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Quote:
Originally Posted by Usopp View Post
I'm trying to make a bit of pubic hair for Momiji and Takane. But I really don't know how I have to make it and apply it in PMX
pure texture : use gimp / pshop
use fx : chose between furia or beamman

~旦_(^O^ )
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Old 03-02-2016, 08:26 AM   #68
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Originally Posted by Xbr View Post
pure texture : use gimp / pshop
use fx : chose between furia or beamman

~旦_(^O^ )
I have to draw it with layers?. I really don't know.

I'm sorry for asking so many times m(_ _)m
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Old 03-02-2016, 02:49 PM   #69
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Quote:
Originally Posted by Usopp View Post
I have to draw it with layers?. I really don't know.

I'm sorry for asking so many times m(_ _)m
one detailed png alpha is enough , the rest is for layered mesh tricks ~旦_(^O^ )
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Old 03-02-2016, 02:58 PM   #70
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Quote:
Originally Posted by Usopp View Post
I have to draw it with layers?. I really don't know.

I'm sorry for asking so many times m(_ _)m
the questions are fine, what ratles me is the vagueness and lack of information in said questions.

there are 3 different ways to add pubes

as Xbr mentioned texture method is simply opening the texture picture, locating the area above the crotch and drawing pubes on it. its advisable to make a copy of the texture, so you dont loose the original [for future editing].
Layers are an option, but only TGA file format supports layers and those files are heavyer, than standart png, so it depends weather you want to jugle multiple textures or test the limits of your toaster. [will look shit from the sides]

second method would be using fur effects, which kinda look like very bushy pubes [from what ive seen in one of xbr pics anyway]. the principle would be having a mesh [or a copy of sliced off skin in the crotch area] and applying a mme effect on it. it might require some vertex moving, depending on what shape you want the pubes to be. wish i had my cat toy accesory, it had a solid fur effect... [never did this myself so dont realy know how it will universaly look]

third one would be using mesh as pubes, modeling hair from scratch would be a pain so id suggest grabing a knife and slicing it off other models. as far as i recall a few bob's tda and J&J's models use those. [they dont look good up close]

it would help knowing what methods you plan on using
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Old 03-02-2016, 03:48 PM   #71
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Thanks again both of you for al your help.

About what method, I really don't know. I'm noob about MMD, MME and PMX, so I guess that I should go with something "easy".

I would love to can make something like this pubic hair:

http://trollvids.com/video/1598/%E5%...82%83%E3%82%93

I love
Code:
誰でもない
pubic hairs

Last edited by Gulkeeva; 03-02-2016 at 05:44 PM.
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Old 03-02-2016, 06:59 PM   #72
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Quote:
Originally Posted by Usopp View Post
Thanks again both of you for al your help.

About what method, I really don't know. I'm noob about MMD, MME and PMX, so I guess that I should go with something "easy".

I would love to can make something like this pubic hair:

http://trollvids.com/video/1598/%E5%...82%83%E3%82%93

I love
Code:
誰でもない
pubic hairs
if you not planning on doing close up for that part , i suggest using only texture editing. use gimp/pshop hair brush for more realistic result. 且_(゚◇゚;)ノ゙
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Old 03-02-2016, 07:14 PM   #73
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if you not planning on doing close up for that part , i suggest using only texture editing. use gimp/pshop hair brush for more realistic result. 且_(゚◇゚;)ノ゙
I guess that sometimes I would like to make close up to vagina, so I would like to learn to make it in gimp/photoshop.

I will try it tomorrow.

In PMX, where i place that texture?.
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Old 03-02-2016, 10:29 PM   #74
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Is there a better guide for setting up NCHLShader2? I found one here (http://syazwan133.deviantart.com/art...der2-487524122), but it leaves a lot to be desired.

I ended having better luck by just trying to match the settings in the sample.png file that's included with the shader files, but I would like to learn how to better customize the settings for different environments, etc.
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Old 03-03-2016, 01:06 AM   #75
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Quote:
Originally Posted by Usopp View Post
I guess that sometimes I would like to make close up to vagina, so I would like to learn to make it in gimp/photoshop.

I will try it tomorrow.

In PMX, where i place that texture?.
textures linked are via file name and location.

in the mesh tab, at the bottom there are 3 input boxes, one of them is taged TEX:
you write the name of the new texture there.
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Old 03-03-2016, 01:53 AM   #76
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Originally Posted by vgadict View Post
Is there a better guide for setting up NCHLShader2? I found one here (http://syazwan133.deviantart.com/art...der2-487524122), but it leaves a lot to be desired.

I ended having better luck by just trying to match the settings in the sample.png file that's included with the shader files, but I would like to learn how to better customize the settings for different environments, etc.
i didn't use nchl2 but here's nchl2 quick & dirty accessories usage :

ambient controller <--- the main source of lights [sun & mmd direction of light manipulation] x,y,z = location . rx,ry,rz = rgb intensity . si = intensity multiplication. [snip] <-- edited. see post below

backlight controller <--- control rim light [a bounce light emulator]. a light reflected from back [case of moon reflecting sun light] . location global . x,y,z represent rim lights intensity [use value around 60-80% of ambient controller rx,ry,rz for light cast from the front of model].

excellent shadow <--- soften the shadow . rx = blur [-100 to 100] si : sharpness [min = 0 . smaller = sharper]. tr : darkness [smaller = darker]

hgsao <--- emulate ambient occlusion . x : SSAO ratio [-100 to 1000] . y : radius [-3 to 10] z :bias [-0.1 to 0.1] . rx : brightness [-0.5 to 2] . rz : blur strength [-1 to 3] .
tips : use si & tr below 0.5 to avoid unnecessary black areas. si & tr similar to excellent shadow.

Code:
床影.x <--- emulate ground light bounce . no parameters modifier needed.
soft light a & b emulate global light . si : intensity . tr : global % applied effect

========= other mme draw order [not mandatory]=========
any diffusion mme . apply at least BEFORE both soft light accs.
bleach bypass . apply after both soft light.
any sun light & flare . apply last or after both soft light.

Last edited by Gulkeeva; 03-03-2016 at 09:04 AM. Reason: add HGSAO parameters
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Old 03-03-2016, 03:18 AM   #77
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I don't think that is how the ambient controller works dude, are you sure?
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Old 03-03-2016, 03:50 AM   #78
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Originally Posted by ademar440 View Post
I don't think that is how the ambient controller works dude, are you sure?
i could be wrong hahah (*≧▽≦)ノシ)) . i'm just translating the readme , and manipulating that ambient controller.x each parameters to see the changes one by one [i always did this for a foolproof test for myself] . but if there's a better explanation , sure i'm all ears. learning something new is my hobby after all.


eh .. you're right my bad. that part was misleading <(_ _)>

Code:
  X&Rx=R(赤), Y&Ry=G(緑), Z&Rz=B(青) に対応します.またSiで明るさを変更できます
X & Rx = R (red), Y & Ry = G (green), corresponds to the Z & Rz = B (blue). You can also change the brightness with Si.

cheers ~旦_(^O^ )

Last edited by Gulkeeva; 03-04-2016 at 01:40 AM.
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Old 03-03-2016, 07:18 AM   #79
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Originally Posted by vgadict View Post
Is there a better guide for setting up NCHLShader2? I found one here (http://syazwan133.deviantart.com/art...der2-487524122), but it leaves a lot to be desired.

I ended having better luck by just trying to match the settings in the sample.png file that's included with the shader files, but I would like to learn how to better customize the settings for different environments, etc.
I use this one:

http://ch.nicovideo.jp/takashia/blomaga/ar703818

I like the result of the values. I always use they (Takane picture and previous Momiji pictures)

Quote:
Originally Posted by guthix View Post
textures linked are via file name and location.

in the mesh tab, at the bottom there are 3 input boxes, one of them is taged TEX:
you write the name of the new texture there.
For example (PMX picture). Where I have to put texture?.
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Old 03-03-2016, 11:28 AM   #80
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Quote:
Originally Posted by Usopp View Post
I use this one:

http://ch.nicovideo.jp/takashia/blomaga/ar703818

I like the result of the values. I always use they (Takane picture and previous Momiji pictures)



For example (PMX picture). Where I have to put texture?.
the box with "takane_body.png". do you need another picture tutorial? seems that my word clusterfucks arent as clear.
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