Oppai3Dporn1990

Well-Known Member
May 1, 2020
1,915
28,219




Overview:
It's been a while, but I'm back with another big update. If the file size wasn't already an indicator, this group of models has become a real juggernaut. If this is your first time coming across these models, then let me give you a short explanation.
These modular models consist of almost all of the non-playable and custom characters from BG3. There are three main models: female, futa, and male - with the former two sharing the same rig. Because these models are largely adapting the game's shader system, there is a lot of complexity within the materials. However this complexity allows for a greater degree of customization, development, and ease of use than simply creating a model for each character individually.
This is the third major update in the series, so if you're curious about the foundations of the models then be sure to check out the . They go over the system for how these models work and why they work the way they do. However I've tried to pack more of that information into the project file itself this time around, so hopefully that proves useful.
The main focus of this update is the implementation of the men from BG3, but that's only really part of the story. There are tons of additions and improvements in other areas, so continue to the 'Improvements' section if you'd like to learn more about those.
Improvements:
It's hard to remember exactly what spot the models were in for the last update since a lot of these changes came over time, so I'll just list the improvements I think I made off the top of my head:

  • Men - Constituting a major part of the update is the new male model. It has almost all of the bells and whistles of the female/futa models but with the entire male roster. Also unique to the male model are body and facial hair options. However I neglected to implement a working anus since I just didn't have the need for one.

  • Goblins - Goblin women have been added to the head selection along with their hairstyles and materials.

  • Rig Improvements - Tons of stuff has been added and changed for the rig, such as an entirely new face controller for using the expression shapekeys, symmetrical bones, foot rollers, IK fingers, improved dick and vagina bones, new drivers, pose assets, and more!

  • Material Improvements - Many materials have been refined, polished, and labeled to be easier to use and understand. All new atlas pickers have been introduced to the faces to make choosing makeup and tattoo options much easier. Information boxes have been introduced to explain key things like the important node groups.

  • New Clothing - Many new pieces of clothing have been added, along with all of the meshes being more organized. A new shader that better handles the clothing MSK colors has been implemented.

  • New Textures - New normals and body tattoos have been projected and added for both male and female models. These can be accessed at the top of the body materials. Additionally, things like stockings and dragon scales have been added as convenient node groups to plug in to.

  • Updated for Eevee Next (4.2 and above) - Updates to materials and vectors have been made as well as some refinements to better work with Eevee Next's new rendering system.
Loose Ends:
There are a few things that didn't make it into this update, primarily some heads for the male model. These include the goblins, Gortash, Minsc, and a few others. Once we have those available and implemented, I'll do a smaller update along with some bug fixes.
Additionally there are some quality of life improvements that I might like to make. For example it would be nice to have a sample file that has each main character already set up just for ease of use. It would also be great to have a separate mesh exclusively for short proportions for better driver/shapekey optimization. Plus a simple, lightweight male model without all the modularity just for general use. Some day I'd like to have some kind of character randomizer too along with maybe a sleek custom UI but that is much more technically challenging.
Requirements:
These models were developed in Blender 4.2.0. That means they're more or less compatible with future versions of Blender, but if you want to use older versions then you'll have a tougher time rolling back the version of the project file. Additionally, some things may break the farther back you go.
These models are fairly performance heavy, so I would try to have at least 6 GB of VRAM minimum. You may be able to get by with less, but things will start to get impacted. Additionally the whole folder structure is 12 GB uncompressed, so make sure you have the disk space available as well.
Disclaimer:
Because of their complexity, there are bound to be tons of bugs and edge cases with these models - especially right after their release. I'll be fixing what I can and updating in the coming days.
Credits:
Texture Projection, Topology, Modeling, and Additional Work -
Porting and Additional Assistance - ,
Rigging and Material Assistance -
Dicks - Urgarulga
Textures & Misc - Baldur's Gate 3, Daz
 

Kirrion69

Member
Jan 31, 2022
229
752



MEGA
Overview:
It's been a while, but I'm back with another big update. If the file size wasn't already an indicator, this group of models has become a real juggernaut. If this is your first time coming across these models, then let me give you a short explanation.
These modular models consist of almost all of the non-playable and custom characters from BG3. There are three main models: female, futa, and male - with the former two sharing the same rig. Because these models are largely adapting the game's shader system, there is a lot of complexity within the materials. However this complexity allows for a greater degree of customization, development, and ease of use than simply creating a model for each character individually.
This is the third major update in the series, so if you're curious about the foundations of the models then be sure to check out the . They go over the system for how these models work and why they work the way they do. However I've tried to pack more of that information into the project file itself this time around, so hopefully that proves useful.
The main focus of this update is the implementation of the men from BG3, but that's only really part of the story. There are tons of additions and improvements in other areas, so continue to the 'Improvements' section if you'd like to learn more about those.
Improvements:
It's hard to remember exactly what spot the models were in for the last update since a lot of these changes came over time, so I'll just list the improvements I think I made off the top of my head:

  • Men - Constituting a major part of the update is the new male model. It has almost all of the bells and whistles of the female/futa models but with the entire male roster. Also unique to the male model are body and facial hair options. However I neglected to implement a working anus since I just didn't have the need for one.

  • Goblins - Goblin women have been added to the head selection along with their hairstyles and materials.

  • Rig Improvements - Tons of stuff has been added and changed for the rig, such as an entirely new face controller for using the expression shapekeys, symmetrical bones, foot rollers, IK fingers, improved dick and vagina bones, new drivers, pose assets, and more!

  • Material Improvements - Many materials have been refined, polished, and labeled to be easier to use and understand. All new atlas pickers have been introduced to the faces to make choosing makeup and tattoo options much easier. Information boxes have been introduced to explain key things like the important node groups.

  • New Clothing - Many new pieces of clothing have been added, along with all of the meshes being more organized. A new shader that better handles the clothing MSK colors has been implemented.

  • New Textures - New normals and body tattoos have been projected and added for both male and female models. These can be accessed at the top of the body materials. Additionally, things like stockings and dragon scales have been added as convenient node groups to plug in to.

  • Updated for Eevee Next (4.2 and above) - Updates to materials and vectors have been made as well as some refinements to better work with Eevee Next's new rendering system.
Loose Ends:
There are a few things that didn't make it into this update, primarily some heads for the male model. These include the goblins, Gortash, Minsc, and a few others. Once we have those available and implemented, I'll do a smaller update along with some bug fixes.
Additionally there are some quality of life improvements that I might like to make. For example it would be nice to have a sample file that has each main character already set up just for ease of use. It would also be great to have a separate mesh exclusively for short proportions for better driver/shapekey optimization. Plus a simple, lightweight male model without all the modularity just for general use. Some day I'd like to have some kind of character randomizer too along with maybe a sleek custom UI but that is much more technically challenging.
Requirements:
These models were developed in Blender 4.2.0. That means they're more or less compatible with future versions of Blender, but if you want to use older versions then you'll have a tougher time rolling back the version of the project file. Additionally, some things may break the farther back you go.
These models are fairly performance heavy, so I would try to have at least 6 GB of VRAM minimum. You may be able to get by with less, but things will start to get impacted. Additionally the whole folder structure is 12 GB uncompressed, so make sure you have the disk space available as well.
Disclaimer:
Because of their complexity, there are bound to be tons of bugs and edge cases with these models - especially right after their release. I'll be fixing what I can and updating in the coming days.
Credits:
Texture Projection, Topology, Modeling, and Additional Work -
Porting and Additional Assistance - ,
Rigging and Material Assistance -
Dicks - Urgarulga
Textures & Misc - Baldur's Gate 3, Daz
Men, ugly goblins, clothes... haha
 

Mr_Ainz

Member
Oct 26, 2017
373
643
Okay so for my dumb self. Every time Nyl does anything model-related it's about blender models, as in just the assets for you to do 3d things (animations only/mostly?). Not like you can use these models in game or anything of the sort right? Also does he use everything he makes? or is it some kind of giving to the community?
 

Mr. Weeaboo

Well-Known Member
Jan 21, 2023
1,292
3,246
Okay so for my dumb self. Every time Nyl does anything model-related it's about blender models, as in just the assets for you to do 3d things (animations only/mostly?). Not like you can use these models in game or anything of the sort right? Also does he use everything he makes? or is it some kind of giving to the community?
That he even releases them publicly is a blessing, many modelers just keep their works behind their Patreon, thankfully folk like him and Rigid keep the models coming in nicely.

Dunno if you'd be able to use them in-game. there's a bunch of nude mods that come out for any given PC game, but dunno about replacing the models for say BG3.
 

Kiki_the_Giant

New Member
Jan 17, 2024
12
5



MEGA
Overview:
It's been a while, but I'm back with another big update. If the file size wasn't already an indicator, this group of models has become a real juggernaut. If this is your first time coming across these models, then let me give you a short explanation.
These modular models consist of almost all of the non-playable and custom characters from BG3. There are three main models: female, futa, and male - with the former two sharing the same rig. Because these models are largely adapting the game's shader system, there is a lot of complexity within the materials. However this complexity allows for a greater degree of customization, development, and ease of use than simply creating a model for each character individually.
This is the third major update in the series, so if you're curious about the foundations of the models then be sure to check out the . They go over the system for how these models work and why they work the way they do. However I've tried to pack more of that information into the project file itself this time around, so hopefully that proves useful.
The main focus of this update is the implementation of the men from BG3, but that's only really part of the story. There are tons of additions and improvements in other areas, so continue to the 'Improvements' section if you'd like to learn more about those.
Improvements:
It's hard to remember exactly what spot the models were in for the last update since a lot of these changes came over time, so I'll just list the improvements I think I made off the top of my head:

  • Men - Constituting a major part of the update is the new male model. It has almost all of the bells and whistles of the female/futa models but with the entire male roster. Also unique to the male model are body and facial hair options. However I neglected to implement a working anus since I just didn't have the need for one.

  • Goblins - Goblin women have been added to the head selection along with their hairstyles and materials.

  • Rig Improvements - Tons of stuff has been added and changed for the rig, such as an entirely new face controller for using the expression shapekeys, symmetrical bones, foot rollers, IK fingers, improved dick and vagina bones, new drivers, pose assets, and more!

  • Material Improvements - Many materials have been refined, polished, and labeled to be easier to use and understand. All new atlas pickers have been introduced to the faces to make choosing makeup and tattoo options much easier. Information boxes have been introduced to explain key things like the important node groups.

  • New Clothing - Many new pieces of clothing have been added, along with all of the meshes being more organized. A new shader that better handles the clothing MSK colors has been implemented.

  • New Textures - New normals and body tattoos have been projected and added for both male and female models. These can be accessed at the top of the body materials. Additionally, things like stockings and dragon scales have been added as convenient node groups to plug in to.

  • Updated for Eevee Next (4.2 and above) - Updates to materials and vectors have been made as well as some refinements to better work with Eevee Next's new rendering system.
Loose Ends:
There are a few things that didn't make it into this update, primarily some heads for the male model. These include the goblins, Gortash, Minsc, and a few others. Once we have those available and implemented, I'll do a smaller update along with some bug fixes.
Additionally there are some quality of life improvements that I might like to make. For example it would be nice to have a sample file that has each main character already set up just for ease of use. It would also be great to have a separate mesh exclusively for short proportions for better driver/shapekey optimization. Plus a simple, lightweight male model without all the modularity just for general use. Some day I'd like to have some kind of character randomizer too along with maybe a sleek custom UI but that is much more technically challenging.
Requirements:
These models were developed in Blender 4.2.0. That means they're more or less compatible with future versions of Blender, but if you want to use older versions then you'll have a tougher time rolling back the version of the project file. Additionally, some things may break the farther back you go.
These models are fairly performance heavy, so I would try to have at least 6 GB of VRAM minimum. You may be able to get by with less, but things will start to get impacted. Additionally the whole folder structure is 12 GB uncompressed, so make sure you have the disk space available as well.
Disclaimer:
Because of their complexity, there are bound to be tons of bugs and edge cases with these models - especially right after their release. I'll be fixing what I can and updating in the coming days.
Credits:
Texture Projection, Topology, Modeling, and Additional Work -
Porting and Additional Assistance - ,
Rigging and Material Assistance -
Dicks - Urgarulga
Textures & Misc - Baldur's Gate 3, Daz
Can someone mirror the file to another file-sharing site? The zip file is larger than Mega's download limit.
 
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V3N00m

Member
Jun 2, 2023
278
513
There is someone making "Nyl style" AI anims with his BG3 models.
The effects are both weird and hillarious.
 

RT5X

Member
Aug 15, 2021
395
1,104
There is someone making "Nyl style" AI anims with his BG3 models.
The effects are both weird and hillarious.
Any Realistic 3D animators style AI is made purely from those guys being too horny to realize most of these animators just use models they downloaded so there's no real style.
Seen so many "Nyl Style" loras lol
 
5.00 star(s) 6 Votes