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Showing content with the highest reputation on 11/30/2019 in all areas

  1. 2 points
    That head mesh is actually from DAZ3D that's been ported (with full permission) for Skyrim. While it does look nice, the different UV layout makes it not compatible with anything else. While I can make a texture patch for it, it'll just be a lot of work for a very specific use considering COR is setup as a custom race. I've been using the high poly head mesh by Erik for a few years now. It's based on the vanilla head mesh but has slightly more poly than the COR head. While a high poly count is nice, good texture quality matters too.
  2. 2 points
    Hey kid. See something you like?
  3. 1 point

    Version 1.0.0

    150 downloads

    I think many of you already use this follower before. The author, Elza left skyrim and closed her data ( From what i read on loverslab ). Still Credit to her because this Severini originally belong to her. This file spreading everywhere like abandoned. But like i said before, credit to her. Incase she contact me someday and want me to remove it, i will. For now just enjoy SAM Severini. I patched the neck and Severini automatically use any sam body. You need SAM Light and SAM Light Add On skin. This Severini compatible with my sos patch too directly. Enjoy then. Find him in The Frozen Hearth of Winterhold.
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  5. 1 point
    Fur test. The normal maps I created turned out better than I had expected.
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  9. 1 point

    Version 1.0.2

    1,576 downloads

    Description To say that this is a retexture isn't entirely true. It uses the textures that are already included in the base download (made by SinglesCat). However, those were never really destined for the SAM body shape, so there were several inconsistencies when you used it. I originally did some edits and uploaded them to the Hall of Torque, but they no longer host mods; I was in the process of doing some edits for myself so I decided to upload a newer package here. Generally the edits are subtle, but hopefully noticeable, mostly fixing seams and so on. Bear in mind I'm not a texture artist, so the work isn't going to be 100% perfect, but I hope it's acceptable. What's Included I included facial textures, but I didn't edit them. I included them only because they are no longer available on SC - Khajiit Improvement, and the body textures simply won't match with anything otherwise. I tweaked the smooth and striped diffuse textures to remove some seams along the inner leg. There's some lighter color sections that didn't match up, I did some cloning to close that seam a bit. This was more noticeable on the smooth texture, so that's where I focused the work. I also added shading for a belly button and nipples. SAM's body mesh has them modeled in, so I figured I would add them. The belly button is just simple shading I did, but the nipples are from the Lykaios Race by KrittaKitty. I also added toe nails that were used from the hand mesh, personally I use a set of toe claws I modified so I don't even notice it anyways. I copied over the pink toned flesh that ShinglesCat put on the palms and soles in her newer version of her textures, and put them in here. Vector's original genital texture was meant to match up with Bethesda's, creating a seam, now it should be mitigated. With certain ENBs the specular lighting on the hands and feet were too high, and as a result created a seam. I reduced the specular lighting here to reduce some seams. The same is true sides of the body, and the hip/groin region. I heavily edited the normal maps so that now when your character's weight is at 0, or you have high values of samuel, there's less muscle definition. This is most noticeable in the chest region but I smoothed out everywhere else as well. For higher weights I added abdominal definition, and more definition in the pecs, they should appear a bit more smooth now than before. The abs aren't quite as defined as some of the mods I have seen here, but I was going more for a look that was in line with the Vector's textures. Finally, I swapped some of the channels for the normal maps on the tail. This was present even in the vanilla game. Basically light hitting the tail from above would be treated as if it was being cast from the front, and vice versa. This was most noticeable in front of something like a fire, or outside, where your back would be bright and the tail would be dark, or vice versa. The tail should match the body now. I included a before and after picture if this doesn't make sense. Credits ShinglesCat for the original textures, whose work is most predominantly featured here VectorPlexus for SAM KrittaKitty for LykaiosRace, whose texture assets I used slightly Bethesda for Skyrim
  10. 1 point
    Just gonna leave this WIP conversion here.
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