Nude Mods for the Female characters in BlackDesertOnline (3 Viewers)

Kurylenko

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Joined
Jul 18, 2013
Does anyone know why the skin tone is lighter in the area between the eyes and the eyebrows?

If so, how can I fix this?

Mystic

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Azazela

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Joined
Dec 4, 2015
Suzu I reset the game and
don't use resorepless but nothing has changed
Help me please
 

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UndercoverPervert

Content Creator
Joined
Aug 9, 2016
g6QBEhS.jpg
Fixed UV in Mystic's crotch.
Fixed textures.
Re-upload again. (Later)

EDIT :
I'm afraid that for some reason when you import your meshes they still don't contain the data that would make normals more accurate, there are still visible seams along the legs, arms and back, implying that pactool re-generated normals, could you please import the mesh again and screenshot/copy what pactool prints?
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
I'm afraid that for some reason when you import your meshes they still don't contain the data that would make normals more accurate, there are still visible seams along the legs, arms and back, implying that pactool re-generated normals, could you please import the mesh again and screenshot/copy what pactool prints?
18EBUWY.jpg
 

UndercoverPervert

Content Creator
Joined
Aug 9, 2016
It looks like it's using the extra data, so it might be getting lost in the export/import from 3ds to Blender, could you check normals in Blender? I forget what the viewport mode name is but it's the third one (the one before "rendered", I think it might be called "shaded"), then expand the arrow next to the mode selection and select "normal", it should show a similar view to the screenshots I sent before, which should make it easier to tell if normals are importing correctly into Blender
 

suzu ( 鈴

Content Creator
3D Artist
Modder
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Mar 27, 2016
It looks like it's using the extra data, so it might be getting lost in the export/import from 3ds to Blender, could you check normals in Blender? I forget what the viewport mode name is but it's the third one (the one before "rendered", I think it might be called "shaded"), then expand the arrow next to the mode selection and select "normal", it should show a similar view to the screenshots I sent before, which should make it easier to tell if normals are importing correctly into Blender
The split meshes are merged and their UVs are merged and aligned.
When I reopen the dae file exported with the Better Collada add-on for the blender, the UVs are back to normal.

Merge and align UVs
eTF13Bl.jpg




Better Collada destroys UV
WQwIjPy.jpg
 

UndercoverPervert

Content Creator
Joined
Aug 9, 2016
The split meshes are merged and their UVs are merged and aligned.
When I reopen the dae file exported with the Better Collada add-on for the blender, the UVs are back to normal.

Merge and align UVs
eTF13Bl.jpg




Better Collada destroys UV
WQwIjPy.jpg
Can you upload one of the files with the correct UVs (FBX or DAE) so I could try to reproduce and fix this?
 

UndercoverPervert

Content Creator
Joined
Aug 9, 2016
This is an FBX file.
I have confirmed that the UVs are fine in several Autodesk apps.
1667770824680.png
1667770870608.png

The normals are off both when loaded into Blender and when previewed with "Autodesk FBX Review" (an old FBX previewing program).

Can you verify that it does NOT look like this before you export? And could you test whether it looks like this when you import the exported FBX? If the export to FBX is why this happens, try exporting to a different format, or look into the export settings, there might be something you could change to fix this.

Edit: Try to match these settings in FBX export (these are probably not the best settings, but they're at least known to not break normals after exporting, unsure if that's because of the settings or something else)
1667776360011.png
 
Last edited:

phyler50

Potential Patron
Joined
Oct 31, 2022
I am so close to where I want to be with my mods, but I am getting this tiny white artifact on every single adult female and I can't for my life figure out how to get rid of it. Help please!
 

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suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
View attachment 140421View attachment 140422
The normals are off both when loaded into Blender and when previewed with "Autodesk FBX Review" (an old FBX previewing program).

Can you verify that it does NOT look like this before you export? And could you test whether it looks like this when you import the exported FBX? If the export to FBX is why this happens, try exporting to a different format, or look into the export settings, there might be something you could change to fix this.

Edit: Try to match these settings in FBX export (these are probably not the best settings, but they're at least known to not break normals after exporting, unsure if that's because of the settings or something else) View attachment 140424
7UBjv6E.jpg
qrdM1kA.jpg
6PX6X4L.jpg

MAYA also has the ability to handle many normals.
This is what a custom normal is in Blender.
In MAYA, it is called normal averaging.
However, I doubt that these processes are applied when importing pac files, so I don't use them.

I am an Autodesk user.
I am not interested in a blender.
 

suzu ( 鈴

Content Creator
3D Artist
Modder
Joined
Mar 27, 2016
I am so close to where I want to be with my mods, but I am getting this tiny white artifact on every single adult female and I can't for my life figure out how to get rid of it. Help please!
This new thread of mine does not have many pages yet.
I have already answered many of your questions.
Please look for it. I have my hands full making mods.
It should be much easier for you to find it than for me.
 

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