Julian Alfred Pankratz
Member
- Jan 29, 2021
- 139
- 290
So isn't that what people encounter when porting heads to Skyrim? Fitting the head to the body, editing the weight, fitting textures and all the rest? For the sake of interest, I downloaded Yennefer port (You don't seem to get it. UNP/CBBE/3BA/Vanilla all work with High Poly Head because the vertices at the neck are at the same coordinates and have the same vertex weights. I suspect CotR is the same - I can't say because I haven't used it. UBE does not.
When I said "neck gap" I wasn't talking about textures. There will be a visible space between the head and neck in some places and others where they overlap because they have different coordinates, different weights and there are more vertices at the neck in the UBE head than in any body that isn't UBE. Here are the UVs of the two heads. If you want to use UBE for the head why not use UBE for everything?
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). TW3 uses the same type of normal maps as UBE, but it was redone for Skyrim. I think it was redone for COTR too, since the original is from Daz. Of course the result may be different, that's okay.Btw, there is also a head port from honey select 2, but unfortunately the author is a greedy modder.
I don't want to use UBE for everything, because it has very little support and requires extra user actions (patching .esp files for each thing). It may be a well detailed body, but I really don't care about bodies.
Unfortunately, COTR doesn't have the unique sliders that I find appealing in UBE.If you just want the UBE head, you can use High Poly COTRYou must be registered to see the links