Alt Navetsea UNP Seamless
Download at ...
I dont know if you guys will be interested in this, but imho its rather good :)
Nude female body replacer, Installs with NMM scripted, or Wrye Bash wizard
Matched Body and head normals better
Matched Body and head diffuse better
Optionally install UNP 3rd person hands as 1st person hands ( I didn't like the fudge fingers less feminine Better Hands idea, but it occured to me you could do the reverse using UNP 3rd person hands )
UNP meshes have been edited from their originals ..
Something you more technical bunch may be interested in
Also edited the UNP body meshes, all body mods out there ( and the vanilla body meshes ), do not have "Has Normals" set in the meshes. The body meshes use world space normal maps, so that flag in the .nif should be set to "no" along with the NumUV sets to 1.
Brokefoot asked me this ..
It's strange to me, as an armor modder, because all skinned meshes must have "NumUV Sets at 4097" (and updated tangent spaces) or bogus shadows, false clipping and hard edges will spoil the fun. Also, what did you notice after changing the "Has Normals" from Yes to No ? How do the world space normals affect the body meshes over them having their own normals ? I read this forum page about the topic: http://www.polycount...p/t-101157.html
I am fairly new to mesh editing, but took advice from Lorelai on BGS forum ..
"Skinned" as in "rigged to the skeleton" meshes that are not flesh (human skin in game) always have to have the UV sets to 4097 and normals on. That's how it works yes. Because they use tangent space normal maps. So you are right about armors and other stuff. Difference between a tangent space map and an object space map http://i.imgur.com/I3Hzq2m.jpg
Skin as in "body, flesh" meshes for Skyrim use object space normal maps and there is no point to set the has normals to yes. It can cause seams if the hand meshes are set for object space and body for tangent but still use object space normals. And they do, all the normal maps for body meshes in Skyrim use Object space normals.
To explain how the different types of normal maps work would take too long to write. Here is a link that sums it up very nicely: http://www.pixologic...ing_Normal_Maps
Specifically go to the section named "Normal Maps in Tangent and Object Space"
I don't know why Beth choose to use Object space normal maps for a moving/deforming mesh, but that's what they use, so the mesh has to be set-up accordingly.
Here is a link showing the Vanilla female body in Nifskope and showing at what NiTriShape you should look: http://i.imgur.com/7JDjyzm.jpg
And of course being Navetseas textures re-worked, they are less glam than UNP or CBBE, for those of us who like a bit more closer vanilla textures, but just nude without bethsofts diapers on.
Coming from me, you know it just has to have more resolution options than the original. Though not optimal, this was made for the screenshot crowd with uncompressed normals for example to avoid artifacting. And a higher res version than the original Navetsea textures.
V5 is I believe just about the last version I may do. Requests are unlikely. Next project is setting to work on Vanilla Reduced Textures - for Dragonborn
Edited by alt3rn1ty, 01 May 2014 - 06:57 AM.