Best place to get "original" non-Daz 3d characters with genitals that aren't fanart?

hamsters

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Apr 6, 2022
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I know smutbase exists and has a ton of stuff but I don't want to use anything that screams copyright infringement. I'm also not sure if I can stand looking at yet another Genesis 8 model, they all look the same.

Is there some good source of original (non-fanart) characters that can be used ("purchased for free") that are good? I can rig them myself in blender, but I don't want to add-on genitals. I want the characters to already have genitals, and ideally some clothing, tho that part is probably the least important.

Where do you find these? Sites like cgtrader don't seem to have much sex stuff, and no clue how to even look for cgtrader stuff on here.
 

Saki_Sliz

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May 3, 2018
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I use more TurboSquid because of its wider selection, while it does have free stuff, most of it is paid for. For sites like CGTrader, TurboSquid, etc. a lot of the stuff does take money, and you will get in trouble for using anything 'for free' since these sites are how a lot of 3D artist make money (and why the prices can be rather expensive for the good stuff).

Smut base is great for free things, but limited selection, and pretty much everyone uses them (or at least lots of the popular animators use those assets).

It sounds like you are concerned about avoiding fan art characters, more original characters. Again I'll say turbosquide, but most I think still take money. Unity asset store is another fav of mine, usually rather affordable but hard to find adult stuff. itch.io doesn't have much of a selection, but sometimes you can find a gem.

Other than the few I've seen on turbosquid, I haven't found any other place that offers reliable adult models, with other sites usually having unusable models/quuality and I don't really grab them too often since most the time I just learn to sculpt a genesis 8 model to match a style (although I have yet to make or find a good fortnight head sculpt). I can understand the frustration with G8 models alll looking pretty similar, I myself prefere cartoony styles so I've learned to make everything by sculpting in blender (not true sculpting, just tweaking).

Is there a particular style you are going for, or are you trying to look at a selection of models so that you can get an idea of what you like first?
 
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hamsters

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Apr 6, 2022
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I use more TurboSquid because of its wider selection, while it does have free stuff, most of it is paid for. For sites like CGTrader, TurboSquid, etc. a lot of the stuff does take money, and you will get in trouble for using anything 'for free' since these sites are how a lot of 3D artist make money (and why the prices can be rather expensive for the good stuff).

Smut base is great for free things, but limited selection, and pretty much everyone uses them (or at least lots of the popular animators use those assets).

It sounds like you are concerned about avoiding fan art characters, more original characters. Again I'll say turbosquide, but most I think still take money. Unity asset store is another fav of mine, usually rather affordable but hard to find adult stuff. itch.io doesn't have much of a selection, but sometimes you can find a gem.

Other than the few I've seen on turbosquid, I haven't found any other place that offers reliable adult models, with other sites usually having unusable models/quuality and I don't really grab them too often since most the time I just learn to sculpt a genesis 8 model to match a style (although I have yet to make or find a good fortnight head sculpt). I can understand the frustration with G8 models alll looking pretty similar, I myself prefere cartoony styles so I've learned to make everything by sculpting in blender (not true sculpting, just tweaking).

Is there a particular style you are going for, or are you trying to look at a selection of models so that you can get an idea of what you like first?
Thanks for the reply, TurboSquid indeed does seem to look like the only one that has adult models. I've found some base meshes on Cubebrush that are relatively cheap (e.g. or ) but they're not textured and have no genitals, but at least don't look as generic.

You're definitely right that there don't seem to be any "good textured models with genitals that aren't G8 for free" on turbosquid, although there seem to be a few non-genital ones :\

As for the style I'm after I'm also leaning more towards cartoony, something like this
1649463913221.png

But my sculpting isn't yet on the level where I could both create it from scratch, and add on genitals. I'm definitely working on that and it's my long term goal, but I'd still want to make something in the meantime. I'm also not good at texturing (yet :D), but I think that's something I'd want to learn as soon as I can since there seems to be a huge number of really good base meshes that have no genitals and no textures for cheap.

Maybe the solution is to learn to sculpt genitals and texture it myself? I definitely wouldn't be opposed to getting something like this or but of course not for that price, and as I'm thinking about it I'm not sure if these even make sense from the perspective of 'modification'.

I guess going for a cartoony style has more benefit in that it's easier to get a good result more easily?

Lastly, there's the problem of clothing, which of course I again don't know how to do :D But I definitely prefer the cartoony clothing (like in the image linked) to general crap in G8 daz models that everyone uses.

But I definitely want to first find something I can get going with relatively quickly so that I can make renders and games while I learn to do it "properly". My long term plan is definitely get good at making 3d art, but my short term goal is to release some small games.

Any tips very appreciated.
 

Saki_Sliz

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May 3, 2018
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Hmmm..... Let me tell you what I do. So I do use daz, but this is how I use it:

I use daz because of the topology. After sculpting a character from scratch, you have to go through 'retopology' to make an actual usable mesh that can be used for posing and animating. That is however, its own skill that takes time. I have a lot of fun with it, but despite doing it for years, I can't beat the G8F topology (mainly in the shoulder area... doesn't help that it was made by a team with years of support and development an iteration). So for me, I gave up and decided to stick to G8F for 2 reasons: its a good topology and there's no downside to using and abusing it, and second if I use it it for all my models, since its all the same topology, I can just fuse my work together and keep improving, rather than starting from scratch with each character.

That was maybe 4 years ago? For me, it has worked out. I don't like 3D characters, I preferer 2D (but use 3D as a template since I suck at body ratios when trying to draw). Over the years I've tried different body styles and art styles. Using Daz, I could prototype new style and test things out and experiment, and then I could save that export it as a new sculpt (maybe tweek it in blender) and then have a new style. so I have deferent custom morphs for different styles

Daz is ok for prototyping, but not actually that good for designing characters. Lets say I want to combine two different styles of characters, using head 1 and body 2 is simple, daz does that already. But lets say, I have 2 different styles of character, one with thin limbs long limbs, vs a curvy mild body type. Daz isn't so good and blending the two. Sure you can set it to 50% of both types, but you can only do so many mental gymnastics until you are trying to combine too many things (most of the time I have a refence character I am trying to match on one monitor, and daz on the other). I have lots of additional sliders that tweak small things (mainly the hips and breasts), so when prototyping in daz, i'm doing it by feel and shape (and is not fast).

However, if you know what you want, and have it already. such as trying to combine several characters, and features. I'll actually do it in blender because it is more powerful. Say, I want curvy, womanly character, but then I want to fade to something closer to an anime body. In daz, the two morphs would fight eachother, but in blender, I can tell it to be relative to certain things, so it can do a smooth transition. But say, I have another character that has really smooth skin, or nice muscle tone. I can use the corrective smooth in blender to copy the nuances, and transfer them to a different body type with out any conflicts (unlike with daz).

For the most part, I've got the body figured out (for 2D, which doesn't mean it looks good in 3D), I haven't spent as much time with the head, and right now the only thing I really like looks like Moana's head XD (I'll include some images I guess)
IS Fa Ea Shego Kim Color Test 2.png IS Fa Ea All Head Fix.png (also, i keep the genitals simple mounds simply because i'll just draw them)

when it comes to skin tone, I like playing with shaders in blender, so I can't answer how to get toon like quality skin like your example pic, without just saying 'custom shader blender unga bunga.'

for other features like tony eyebrows, lashes, hair. There are some assets... kinda, but usually not worth the money or the your time (or at least my time, although the character Tess has my favorite skin texture of all time and was totally worth it). I've given up on them, and just model them in blender. I haven't ported them over to daz, since I make them if I really like the character (which I mostly draw in 2D so i don't care most the time).
(an example of me making toon shading in blender) IS_C_2 Color Test DRAW Scale 9.png (and playing with the shading to make a character) IS_C_2 Test Style Bikini.png


as for cloths. one reason to use G8F, is because daz will auto fit clothes to your sculpt, which is very nice and not something I've found possible with blender. Make sure to use mesh smoothing and fit control in daz to get cloths to look good on cartoony characters. However, most of the time, for my style, daz clothes are not usable, they have too much detail in them. If I am going for a particular style, I'll just make the clothes from scratch, in blender (I have ported them to daz and have it autofit the clothes, but eh, I just draw cloths on most of the time).


So if it isn't clear, what I've been doing is using G8F as a format to save my work, but I do lots of things in blender, but I've only been able to work this way because I went through the rough time of making different kinds of character designs over the years. so it wouldn't be a fast start.

If you want, what I could try is, make a toon style morph for you, send you the .obj which you can load in using the morph loader pro (and probably some suggested steps), and that way you'll have a starting point for a body and head. but details like the eyes, skin, clothes, may still be up to you. But results may be... meh, since as you may have noticed, I focus on a 2D silhouette rather than a full 3D body. Not to mention, I think the key for a toony 3D character is getting the head/face right more than the body, which isn't something I'm confident in and haven't figured it out on my own just yet (was thinking of ripping from a fortnight character's head, but never got around to it)

Or, what may work is, if you have some assets you think you like, and want to combine them, but can't get it to work in daz, I could do it in blender or show you how to do it in blender.

other than that, I don't have too much advice since I gave up and started doing things from scratch, sorry about that, but maybe this will at least give you some ideas.
 

hamsters

New Member
Apr 6, 2022
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Thanks for the answer, I really appreciate it! Mind if I ask a few more questions? :)

Using Daz, I could prototype new style and test things out and experiment, and then I could save that export it as a new sculpt (maybe tweek it in blender) and then have a new style. so I have deferent custom morphs for different styles
I'm a big noob when it comes to Daz, especially the Daz <-> Blender workflow, so just to make sure I understand properly. You export an .obj from Daz, import .obj in Blender, sculpt it to get a different shape, export to a new .obj, and then import that into Daz as a morph of the G8? I'm not sure if there's anything special needed in Daz to make this work, I can import the .obj but I can't find a way to add it to the G8.1 shapes.

However, if you know what you want, and have it already. such as trying to combine several characters, and features. I'll actually do it in blender because it is more powerful. Say, I want curvy, womanly character, but then I want to fade to something closer to an anime body. In daz, the two morphs would fight eachother, but in blender, I can tell it to be relative to certain things, so it can do a smooth transition. But say, I have another character that has really smooth skin, or nice muscle tone. I can use the corrective smooth in blender to copy the nuances, and transfer them to a different body type with out any conflicts (unlike with daz).
Another probably noob question, but do you have any resource for doing this in blender? I assume that if both characters share the same topology (like different G8 characters probably do?) you could somehow turn the second mesh into a shape key of the first mesh, and then just use shape keys?

Maybe even dumber question, but "morphs in blender" are shape keys, and "morphs in Daz" is the "Shaping" tab, right? I've been trying to get some overview from Daz docs, but I feel like Daz tutorials are written as "do step 1 2 3 4 5 ... 1093 exactly", rather than "this is how the program fundamentally works".

For the most part, I've got the body figured out (for 2D, which doesn't mean it looks good in 3D), I haven't spent as much time with the head, and right now the only thing I really like looks like Moana's head XD (I'll include some images I guess)
IS Fa Ea Shego Kim Color Test 2.png IS Fa Ea Shego Kim Color Test 2.png IS Fa Ea All Head Fix.png IS Fa Ea All Head Fix.png (also, i keep the genitals simple mounds simply because i'll just draw them)

when it comes to skin tone, I like playing with shaders in blender, so I can't answer how to get toon like quality skin like your example pic, without just saying 'custom shader blender unga bunga.'
I like that you mention your 2D drawing workflow. I actually started with drawing and went into 3D because drawing the same thing in 10 different angles/poses is sooo tedious when the result needs to be polished. Do you export the render into something like Photoshop/Clip Studio Paint and draw in the details/outlines, or do you just do it with grease pencil right in Blender?

I've spent some time in Clip Studio Paint and even used its 3D tools and they were quite fun, but again my problem was in "I don't want to do 1000 scenes like this". It seems Blender can render line-art though, but it's probably not going to get "good enough" :\

I even thought about exporting regular renders and painting over them to get a more painterly look (like in ) but that may be too much work I guess, and could be in theory replaced with a "painterly shader I guess"?

as for cloths. one reason to use G8F, is because daz will auto fit clothes to your sculpt, which is very nice and not something I've found possible with blender. Make sure to use mesh smoothing and fit control in daz to get cloths to look good on cartoony characters. However, most of the time, for my style, daz clothes are not usable, they have too much detail in them. If I am going for a particular style, I'll just make the clothes from scratch, in blender (I have ported them to daz and have it autofit the clothes, but eh, I just draw cloths on most of the time).
Do you end up drawing clothing because the workflow of creating them in Blender is too tedious, or because making them fit in Daz later is too annoying? Or just because you can get it done a lot faster by hand? I definitely agree that the clothing in Daz aren't usable, they look to me like someone pasted a low res photo on a generic shape.

So if it isn't clear, what I've been doing is using G8F as a format to save my work, but I do lots of things in blender, but I've only been able to work this way because I went through the rough time of making different kinds of character designs over the years. so it wouldn't be a fast start.
I really like this approach to be honest. I still feel like I'll want to make my own characters eventually and doing some courses for character design, but your approach seems very pragmatic, and as long as I can customize G8 and maybe even add on my own heads I think it'd be good enough.

If you want, what I could try is, make a toon style morph for you, send you the .obj which you can load in using the morph loader pro (and probably some suggested steps), and that way you'll have a starting point for a body and head. but details like the eyes, skin, clothes, may still be up to you. But results may be... meh, since as you may have noticed, I focus on a 2D silhouette rather than a full 3D body. Not to mention, I think the key for a toony 3D character is getting the head/face right more than the body, which isn't something I'm confident in and haven't figured it out on my own just yet (was thinking of ripping from a fortnight character's head, but never got around to it)

Or, what may work is, if you have some assets you think you like, and want to combine them, but can't get it to work in daz, I could do it in blender or show you how to do it in blender.
If you could give me some example, could be toon but I don't want to steal your stuff, so anything you think will be illustrative enough so that I could understand the workflow is good :) I'm very eager to learn things and I'm not opposed to spending a lot of time figuring things out, so my main problem is I don't know what workflows are realistically possible.

Is morph loader pro something that's required for Daz to even do this? (that'd explain why I can't use the .obj as is :D) I don't have any good assets yet, other than random free stuff I got from Smutbase and other places, but I don't have anything I particularly like.

If you could give me a few steps or even tutorials what to look at or read I'd really appreciate it. Like I said I don't want to steal your work :D I'd just want something that works so I can try out the workflow and reproduce it with my own modifications.
 

Saki_Sliz

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May 3, 2018
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I'm a big noob when it comes to Daz, especially the Daz <-> Blender workflow, so just to make sure I understand properly. You export an .obj from Daz, import .obj in Blender, sculpt it to get a different shape, export to a new .obj, and then import that into Daz as a morph of the G8? I'm not sure if there's anything special needed in Daz to make this work, I can import the .obj but I can't find a way to add it to the G8.1 shapes.
3 things:
- make sure the scale in consistant (daz scale is 100x blender's scale)

- 'keep vertex order' by default, blender will 'split into vertex groups' on importing. In blender you can set import and export 'types' to try and help keep things consistant. What I'll also do is I always import a default G8F body. Nothing sucks like importing the mesh, scultping for hours, exporting, only for it to explode in daz. All because blender didn't import correctly aka I forgot to check 'keep vertex order', and I have tried, I really have, from custom code to plug ins to save a sclupt (re order the vertexes) but nothing works. So what I do (often because I'm combining several characters and features together to make a sculpt since daz couldn't combine them) is I'll load the morphs into blender, as obj's. I'll also import the default G8F obj. I'll then use 'join as shapes' in blender. I'll basically change all the morphs into shape keys on the default body. This way, if anythem explode now, better they explode here than after I start sculpting. so I'll re import the mesh (make sure in daz to delete everything, including the eyelashes, and remove the subdivision (or just set it to use the base mesh quality). anything other than the low res model can not be imported back into daz, and vertex order MUST match) ). So I have the default body obj. with lots of shape keys, I do my sculpting in shape keys. and when I export, I make sure it only exports 'selection only.' I could throw up some images or make a PDF if you are serious about using this kind of work flow, since it took me a few tutorials and videos and walk through to piece together everything that could cause the process to fail.

- I don't deal with Genesis 8.1 because I made all my original sculpts using G8F. From what I understand, 8.1 has this thing called micro tiles, idk. All I know is, the way they are handling 8.1 sounds like they made a small change to the 'topology' and as a result the two meshes may not be compatible, so I don't know if a G8F morph works with G8.1F or not, I never cared to look since i had committed myself to G8F.

you could somehow turn the second mesh into a shape key of the first mesh, and then just use shape keys?
Yep, I work mostly in shapekeys (also helps that you can use weight maps to fade sections of shape keys on and off, and can use modifiers based on weight maps, and control weight maps to then control shape keys, also I like adding code and math to try out shape key combinations, like a gender slider, or a femininity slider). This is just default blender, no special resources or plug ins other than the morphs I import (or if I want to steal the shape of another sculpt, I'll use shrink-wrap (save as shape key) and some editing (another shape key) to get the topology clean (this is one trick used for retopology of a custom sculpt).

Maybe even dumber question, but "morphs in blender" are shape keys, and "morphs in Daz" is the "Shaping" tab, right? I've been trying to get some overview from Daz docs, but I feel like Daz tutorials are written as "do step 1 2 3 4 5 ... 1093 exactly", rather than "this is how the program fundamentally works".
Yeah, daz has 2 tabs, shapes and parameter. Parameter has everything, from X Y Z location, to smoothing modifiers. Depending on what assets you buy, they may not show up in the 'shaping' tab, so they can only be found here, and this is where any custom morphs will be hidden (unless you decide to export your morphs to make a fully realized product you could sell... never tried this). Shapes is ment to be the user friendly, look at the preview image, collection of shapes and morphs, with a tree organizing it by body areas. Not all assets will show up here, only products that properly register within the code.

like wise, lots of assets not installed the way 'daz' wants them installed will now show up in the smart content center, and you have to manually browse your file try to find some assets, including some shape assets that can be impossible to find. Your basically fighting daz because while it tries to be cleane and simple to new users, its over engineered and gets in the way if you don't do everything 'exactly' right, such as if an asset you bought wasn't configured for your version of daz and fails to show up in the smart content center.

Regarding 2D
do you just do it with grease pencil right in Blender?
The above isn't the complet final product, as you mention, polish work still needs to be done with 2D, and I am fighting weather I really want to put all the time and effort, when 3D looks so good (oddly enough, it is easier to make realistic images simply because there are so many available assets for realism, stylized is very hard to find anything consistent unless you do everything yourself). Here's what I do. while still learning 2D, while modeling, I'll actually look at WIREFRAME to get an idea of how the silhouette looks like, without getting caught in the details of the strange feeling 3D models look when you try to make them fit a good 2D shape.
For example: IS_C B1.png there is also hidden wire which looks cleaner, but I like wireframe because I want the 'filling' to look messy, sloppy, and so my brain can't really read it and I can just focus on the shape (the lines are thicker than the actual 3D shape, fwi). The above is not an image from daz, its 2 screen shots, that I then combine in Gimp. If I'm still experimenting with shapes and lines, what I'll do is, I'll upload to google drive, because I'll actually use my Ipad and the program 'procreate' to draw things by hand since its much quicker to experment with that way.
sometimes for 2D you can't tell if the shape looks right untill you see their design in 'line' form, such as this example where the breast seem to have 2 different styles when comparing front view to side view
IS_C_Template sketch.png (though drawing this was still tedious)

However, I've given up on my skill to draw good lines, mainly because I like something closer to older 2000's cartoons and vector art than anything looking hand drawn, so what I do when I want clean lines is I'll actually use inscape, which allows me to make vector art. It is good for clean lines and solid fill, plus with the image with the 4 body types, since the lines are just mathematical curves aka vectors, I can just copy them over to the next character, and reshape the lines to fit their body, which meant it is much quicker to make massive edits. (also, blender grease pencil I don't think makes clean lines, or at least not the style of lines I like)

Inkscape does not handle shading very well, especially when you want to overlap some effects without it bleeding outside the lines. So instead, I'll actually do shading in GIMP, aka photoshop's main competitor that also happens to be 100% free (and if you are more used to photoshop, there is gimp shop which behaves like photoshop, but uses gimp's free code)

Now, that's still not the final product. That's great to get a final image, but I want to animate my art. With Blender I can actually import the vector file representing the lines and fill into blender. However, I don't like how blender handles the import. So what I'll actually do is render a high res image. I'll slice the images into parts and layers, different parts for hands and layers for fills and shading effects. I'll then make a custom mesh in blender (mostly 2D) based on the working principle of how programs like Live2D and Spine work to make animated 2D drawings (but I have to do it by hand, no code automates this, but that means I get more control over the effect). I can then animate it in blender, or, what I am currently hoping to do for my next project, is export the model as an FBX so that I can just load it in unity, animate it in unity, have the animations react to game conditions, and it saves a ton of memory and bandwidth.
heres just an example of me testing the technique in blender.

It seems Blender can render line-art though, but it's probably not going to get "good enough" :\
there are two main techniques to automate line creation in 3D, the inverse hull technique (lots of videos for this), and can look pretty great. I like to pass a render's normal map through a Sobel operation (one of the composite/filter settings) and have it add lines as a post process, but the line quality is not that good and not really controllable, I just use it to test a 3D character's shape and look to see if I like the 2D feel or not. This is just another case where, its neat, but for what I want, I gave up and decided to do it manually using inkscape.

I even thought about exporting regular renders and painting over them to get a more painterly look (like in ) but that may be too much work I guess, and could be in theory replaced with a "painterly shader I guess"?
if you want something quick and dirty, render an image, use blender to make the lines (not shaded, keep the character and scene pure white), and throw the shaded render into gimp. get the G'MIC plug in, which adds a ton of more filters, and use the 'Brushify' filter that turns the 'shaded' render to looking like it was 'painted' (I'll also set the color mode to 'light' so that it looks like the highlights were the last thing painted, as if it was made by hand irl). I've played with this, and it works great for backgrounds, and if you play around with the quality, you can keep the details of clothing, while simplifying the body to make it look more stylized and toony and less obvious that it was a 3D render, (wasn't able to find a good example of this in my collection).

Do you end up drawing clothing because the workflow of creating them in Blender is too tedious, or because making them fit in Daz later is too annoying? Or just because you can get it done a lot faster by hand? I definitely agree that the clothing in Daz aren't usable, they look to me like someone pasted a low res photo on a generic shape.
It more has to deal with the type of style I'm going for. early 2000's, think bruce timm style comic, to kim possible/totally spies/teen titans original. Where the bodies have enough detail that they are still erotically shaped, but the cantoony and simple enough that clothes and line work follow only 3 behaviors. Either they are skin tight and fit the shape of the body, or they overlap the body but keep the shape (but maybe simple, like with the stylized breast of kim possible), or they are loose but the shapes are still kept simple (bruce timm's shirts and any clothes not 'skin tight'). Basiacally, the shape of clothes are kept simple and are based on the body underneath, but 3D clothes would have too many nuance details that they wouldn't fit the style. The exception being, making body tight suits (underwear, bras also work). While I do sometimes uses a braw and shirt from daz, that's just to 'map' areas of the body, such as panties and bikini top, but otherwise I would model them in blender to make sure the shapes are simple and clean. since I am keeping the line work clean and simple, It's just not usually worth my time to model them and I can play around with how clothes look when prototyping lines in inkscape.

Is morph loader pro something that's required for Daz to even do this?
It should be in your daz by default, it's just hidden under edit/object, but yes, this is the tool that allows thi importing of obj which can act as morphs. but you still have to save the morph asset after you calibrate it's behavior.

If you could give me a few steps or even tutorials what to look at or read I'd really appreciate it. Like I said I don't want to steal your work :D I'd just want something that works so I can try out the workflow and reproduce it with my own modifications.
I'll see what I can conjure up, but I have to head to town for a bit so it may take a while to get something put together to show you.