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Shadowheart

Looks Shadowheart

UPDATE: Ver. 2

I recreated her FaceD (diffuse) and FaceN (normals) textures, to much closer match her in game look, using her game asset facial micro pore texture, instead of the more generic micro details I baked in to her Torso, Limbs, and Gens. I also separated her eyeshadow makeup from her FaceD and made a decal. I also reduced the eyeshadow opacity, to closer match her in game look. Having modded my BG3 with a freelook camera, I was able to get much better reference shot. This also lead me to reducing the color of her scar in this new version, which was far move prominent than it should have been.

I've created a separate scene with a new Selune (white) haired version, which includes a custom white ponytail CUA (Finally figured out CUA hair physics), and brand new custom vam hairs. This version has an identical, but separate selune head morph in order to create a unique CUA Manager preset and then setup an auto trigger using this morph, avoiding conflict with the shar (black) ponytail trigger you may have already setup.
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Original description:

Shadowheart is the first port I started, just a couple days after BG3 release. After playing for a few hours, and immediately crushing on her, I decided I had to learn how to get her into vam. I had barely used blender at that point. Perv brain is an amazing motivator!

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CUA Ponytail by Jackaroo: I highly recommend using CUA Manager as a session plugin, to save a "Linked Atoms Preset" and then set "Auto Load Trigger" via my shadowheart morph in the scene.


BG3 textures are hard, so I put her down for awhile while working on other ports and learning. Finally got back to finishing her 5 months later.
Everything but her ponytail were ported directly from BG3 by me.

1707883066308.png


Jackaroo was generous enough to let me use his shadowheart ponytail CUA, because mine was a floppy disaster (CUA physics is also hard). I spent a crazy amount of time on her, trying to get as close to her actual in game look as I could. I think she's as close as I can get without Larian releasing official mod tools that might expose their skin rendering pipeline, as the textures have zero color data on their own.

FILE SIZE NOTE: The file is quite large, I'm aware. I went through and did my best to optimize the biggest textures, but I like details and my 8k normals were run through blender at 16k with skin micro details baked in, then down sampled to 8k, and quantized via superpng. I tried going to 4k but the details I wanted were lost. I'm a huge believer in putting work into making textures as good as possible, I think they make the biggest difference. I run VAM exclusively in VR other than when I'm creating, and the amount of looks, especially paid ones, that have muddy, low res, low effort textures is pretty infuriating to me, and I often end up just fixing them myself. While I put a ton of time in, mostly learning, she's still not perfect, and there are a couple normal seams that need mending, but they aren't obvious. Also her slightly unkempt bush comes through her pants ?‍♂️
Author
Lifson
Downloads
41,907
Views
41,907
Favorites
8
Dependencies
5
Packages
1
Total Size
352.36 MB
Version
2
First release
Last update
Rating
5.00 star(s) 11 ratings

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Latest updates

  1. Improved Face texture, added Selune (white) hair version w/ custom white ponytail cua

    - I recreated her FaceD (diffuse) and FaceN (normals) textures, to much closer match her in game...

Latest reviews

Such a well made look, looks exactly like the in-game model and I appreciate having both hair options.
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Lifson, I didn't get a chance to review her until now, but MY GOD did you do such an amazing job here. She's my favorite character from BG3 so seeing her so faithfully ported makes me so happy, I can't describe it to you. Thank you so much for making her free.
L
Lifson
Wow thanks so much for the high praise! I definitely put a stupid amount of time over 6 months into trying to get her as close as possible, I'm so glad others appreciate. At some point I want to bring some more outfits over, that's an area I have lots of room to improve. Cheers!
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Wow thanks for the hard work.
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Outstanding! I wish more creators would be as accurate as you. Looking forward to your future models.
L
Lifson
I really appreciate the positive feedback, thank you so much! While I agree about wishing ports were sometimes a bit more "accurate", in truth, its understandable that they aren't, especially once you tackle doing it yourself. The amount of time I actually spent on this would probably shock people, granted, I was learning as I went, and making up my own processes for 90% of the finishing touches. And in my opinion, she's still only about 90% of the way there, but some of that is simply impossible (for me) due to the differences in rendering engines. Hopefully the more flexible rendering tech and custom shaders in Vam2 will result in the ability to more accurately recreate looks from known media.
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Amazing job. Thank you!
L
Lifson
Thank you!
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Awesome first Creation! Well done! Thanks for sharing!
L
Lifson
Thanks!
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GOOD NIGHT, IRENE
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Incredible Job thanks!
L
Lifson
Thank you so much!
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Good job man! And welcome to the world of creation ^_^
Hope to see more creations from you!
L
Lifson
Thank you! I've got a couple under my belt at this point, but getting them across the finish line is the hardest part, especially with textures!
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