LF Custom Protogen Model
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It looks like a headswap on the KFN base
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model creator here, its pretty much just a kfn body with an nkd proto head, not that hard to do yourself [literally thats my first swap ever and it took like 30 minutes] x)
@protosnep we not good with blendr tho
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@protosnep we not good with blendr tho
@bassboostedbit i used this tutorial https://youtu.be/gclwos1ow4s?si=RjLtS_3Y3l1B9PsW to cut the head and body off of the avatars, and used unity to match the bones together.. it really isnt too difficult even if youre like me, someone with below average iq x)
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bump if anyone decides to do this kitbash id my interested! I'd do it but im going to be busy and out of town for a few days ^^
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bump for the kitbash
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Well, Ever since I've seen this one, I've been motivated to do my own.
I'll try to see if I can make a UnityPackage for it. Since I was successful.
The protogen head uses the entirety of the protogen texture to allow for compatibility with custom textures made for the original NKD protogen.
The KFN body uses it's original texture as well. Allowing for quick changes with both using premade textures.
Here's a photo of it in game.

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Well, Ever since I've seen this one, I've been motivated to do my own.
I'll try to see if I can make a UnityPackage for it. Since I was successful.
The protogen head uses the entirety of the protogen texture to allow for compatibility with custom textures made for the original NKD protogen.
The KFN body uses it's original texture as well. Allowing for quick changes with both using premade textures.
Here's a photo of it in game.

@Capitanbombacha an easy way to make a unitypackage for it is to export the scene
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Alright. I've done it now. I've cleared any of my own custom files. Everything should work, as long as you have:
GoLoco.v.1.8.6
VRCFury
Wholesomevr.spsInside of the folder there should be the necessary files in order for those to work. the original FBX made by me, and the Scene that holds everything that I've worked upon.

This package includes these outfits from W4RA, so there is no need to import them into the project. They're already added to the scene and should be working fully.

Good luck, and have fun! -
Alright. I've done it now. I've cleared any of my own custom files. Everything should work, as long as you have:
GoLoco.v.1.8.6
VRCFury
Wholesomevr.spsInside of the folder there should be the necessary files in order for those to work. the original FBX made by me, and the Scene that holds everything that I've worked upon.

This package includes these outfits from W4RA, so there is no need to import them into the project. They're already added to the scene and should be working fully.

Good luck, and have fun!@Capitanbombacha unfortunately, the model is raw, the physics is not completed, or rather it is there, but it does not work correctly, for some reason the texture of the head looks low-poly (perhaps this is the case with me, but I do not know why), however, thank you very much for your efforts, I will wait for updates if there are any
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That's weird. I could've sworn that physbones were added to it. I'll check it in a new project to make sure.
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That's weird. I could've sworn that physbones were added to it. I'll check it in a new project to make sure.
@Capitanbombacha there, the breast is partially moving when checked in unity, i.e. half of the breast will be glued, and the other part is moving
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Oh yeah. That is personal preference really. If you want more movement, I can try and see if I can add "Mashumero". Keep in mind I've never used it before.
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Oh yeah. That is personal preference really. If you want more movement, I can try and see if I can add "Mashumero". Keep in mind I've never used it before.
@Capitanbombacha usually everyone adds a full bone, and then if a person doesn't like it, he can correct it through the physics settings (I usually do this to make it more realistic)
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Well. What would be the more important parts then?
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Well. What would be the more important parts then?
@Capitanbombacha if the problem with the low-polygonal texture is common and not just mine, then solve it and maybe add more shaders for a better shadow.
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Low Poly texture? I'm not sure I follow.
If you're asking as to why the protogen head has low-poly values, that's just how the NKD Protogen's head looks like.
If you're asking why the avatar doesn't have any textures other than the original, that's because I made my own and I'd like to enjoy them being mine.
I can update the avatar to have more physbone on the breasts, and I can fix the material on the protogen's side of things, as I had to quickly replace the material's shader as I did not have the original shader that the protogen asked for. As for the texture displayed here, it's a custom made texture made by me.
Here's a demonstration of the protogen's head using original textures for it.

I don't know how I would "fix" the "low-polygonal" part of it. As I don't see any issues with it. -
V2.0!
Download:Dependencies:
GoLoco.v.1.8.6
VRCFury
Wholesomevr.sps
Noribed's LED Panel shaderChangelog:
*Fixed a naming mismatch in the folders. (Changed the main folder's name from NovaProot to ProtoBeast).
*Updated Physbones on breasts to be more jiggly. (Moved Physbone component root from Breast2 to BreastRoot).
*Fixed SPS on the mouth to be facing the right way. (Rotated SPS on the mouth to be facing forward instead of backwards).
*Updated materials to have the same shading throughout. (Protogen head utilized Poiyomi's base material instead of using "BodyMain"'s material values).
*Fixed a shader issue with the material on the protogen's panels. (Forgot to include a link to "Noribed's LED Panel shader" oops
*Added an emission layer on the face to make it luminescent. (Utilized an already existing texture in "ProtoBeast > Protogen > NKD Protogen > Textures" to add the emission layer).As long as anything isn't broken. I don't think I'll do another update for it.
I hope that y'all enjoy it!
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