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.
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!
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.
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 ?
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.
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!
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.
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 ?