Tekken 8 Female Base Mesh 2.0 (Blender)

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Uploaded at February 18, 2024 Updated at March 9, 2024 18,120 views 896 downloads

Tekken 8 Female Base Mesh 2.0 (Blender)


Version 2.0 - Added Leo body - Added MSL scaled bodies for each female - Adjusted butt shape and weights - Fixed UV errors on hands

Tekken 8 Female Base Mesh. Assembled by Saltlapse. Blender 3.6 Modding resource suitable for weight transfers and rigging clothes to for importing in game. Includes example mod to test their functionality in game. The common MSL+PRP mesh can be used on any outfit slot that has a PRP model and will automatically scale to the characters proportions. Which means you can make one model and use it for all females except Alisa (needs cuts for mech parts). The MSL meshes are already scaled to the character and will fit their MSL only outfits. Leo body comes with breast shape keys to adjust the size.

Devs left the male base model in game files but removed the female base. So I reconstructed it from parts of different costumes. Tried to keep accurate to original proportions and topology. Made it as seamless as possible without texture editing. Filled holes based on details in the UVs and textures. The girls essentially all have the same model but each character gets scaled to different proportions in game using the prp skeleton.

Since the common upper and lower body clothing parts were not really intended to be seamless, there's 2 ways to go about cutting the model in half, each with their own issues. I labeled them high split and low split in the blend and also marked them with red seams. High split matches the upper body that shows the most of the torso, the Tank Top, and is seamless with it. There wasn't enough room in leg texture to fill the skin from this point down to bottom of legs, so part of upper body texture/material is placed on leg mesh. However, this breaks the skin tan option. This split has the least issues with holes in mesh between different upper body clothes so it is usally the better option. Low split cuts where the leg and body material meet, but some upper body clothes don't extend that far down leaving holes in body. Yet skin tan works with low split so some people might want it. If you add clothes that cover the gap then use the low split single material legs to avoid tanning error. When modding full body costumes the split doesn't matter. In the included example mod, Sleeveless Blouse + Slacks is the high split version, Blouse + Ripped Shorts is the low split. Also includes example mod for full body MSL that replaces Default 4 outfits.

Depending on which model is replaced in the game you may get different clipping problems or seam gaps. This is because the game uses something called SqueezeBoneAssets to shrink or move bones to avoid clipping in different clothing combinations. Some shirts squeeze the waist in so skirts/pants don't clip, or some pants shrink lower leg so socks don't clip. In the example mod the Jeans slot causes Loafers (Knee Socks) to clip skin, but the socks work fine with the Ripped Shorts. SBAs for the common female parts are located in Content/Character/Item/Base_Character_Item/cf0/. The SBAs can be manually tuned or reset to neutral scalings using peek6's scripts that are included in koenji's custom polaris project: https://github.com/koenjicode/Polaris-Project The project can also be used to make Base_Items for each outfit which allow you to enable or disable the PRP mesh.

I recommend setting UE fbx importer to import normals to keep body looking seamless. If parts of body explode after importing your mod then it is because of differences in your prp vs msl. Best way to fix is to duplicate msl mesh, delete vertex groups, and weight transfer from prp model on to the dupe msl, this becomes your new prp mesh. Alisa in particular is quite difficult to mod without mesh exploding or stretching when doing attacks that separate body parts like rocket punch or heat smash. She has overlapping vertices and faces on the inner and outer parts of waist/arm separation that will not weight transfer correctly if you do them all at once, each body part needs to be done in a separate weight transfer.

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