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/kkg/ Koikatsu! General Anonymous 04/17/2025 (Thu) 19:57:49 Id: 37f916 No. 1118388
>First time here or old installation? Download the latest repack for the game you want and you're set to play (backup your UserData folder if you're transferring) >Koikatsu Repack RX 22 https://sukebei.nyaa.si/view/4274620 >Koikatsu Sunshine Repack R11 https://sukebei.nyaa.si/view/4163615 KKS is a new game with a resort island setting. Get KK for Studio and KKS for more in-game sex positions. Place KK cards in "\UserData\Chara\female or \male" to convert to KKS >KKS scene compatibility patch for KK Get this: https://files.catbox.moe/uohdx3.zip and drop it in: Koikatu\Koikatu_Data\Managed Koikatu\CharaStudio_Data\Managed >HF Patch (Get this to update without waiting for the repack) >KK: https://github.com/ManlyMarco/KK-HF_Patch/releases >KKS: https://github.com/ManlyMarco/KKS-HF_Patch/releases >Sideloader Mods Pack https://sideload2.betterrepack.com/download/ >Cards https://db.bepis.moe/ https://kenzato.uk/booru/ http://illusioncards.booru.org/ https://www.pixiv.net/en/tags/キャラ配布(コイカツ) Cards are put in "\UserData\Chara\female or \male" >BUT I WANT QUALITY CARDS >/kkg/ Card Creator Pastebin https://rentry.org/kkgcreators >Where do I upload to share my cards? https://catbox.moe/ (Litter links can be accessed through internet archive) https://u.pcloud.link >I WANT SCENES AND OTHER SHIT >KKScene Mega https://pastebin.com/uyNtKmxn >Theme Stuff https://pastebin.com/EiTPbUeL >Koikatsu Resources Pastebin https://pastebin.com/882UALu8
[Expand Post]>Koikatsu Guides Collection https://e.pcloud.link/publink/show?code=kZsEm1ZtcWobHPUPmHixbD9NUMRfJDIb607 >Modding Guides https://files.catbox.moe/ifsng0.7z >Thread Archive https://rentry.org/kkgarchive https://rentry.org/kkgsecondarchive https://archived.moe/h/search/text/Koikatsu/type/op/
>>1918182 >>1918206 Very nice. It's finally coming together.
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>>1923908 Few suggestions to improve. Blue shadows on shirt (and shoes?); different ear angle (and use offset if needed); thicker wrists, lower body and upper arms. Cheers.
>>1915720 I really need to update my Koikatsu, but I'm worried about stuff breaking.
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>>1926789 ahahahaha I completely glipped and forgot I was supposed to spoiler when there is the nude!
>>1927740 Like her or not, Nynna's here. Though, I made sure to make some actual improvements. I'll make a proper "reference" ala >>1923908 in an amount of time, but for now, have some sfw scenes obtained from various places (ok mostly bepis with sfw tags) I don't have many unique outfits for her yet. I hope I can eventually patch in a few things and really complete her design, but for now, I'm happy.
Started work On this Cagliostro after never using the school alt from someone else's card, probably another 5-10 hour's of texture left to go , who ever did the the UV on this current piece I'm texturing needs to commit Harikari.
>>1929008 While you've debulbed the side of her head, I think the forehead now looks too big. I'd suggest lowering the Upper Head Y Scale or using an alpha. Back hair Y scale and/or its tilt also makes the back of the head too long vertically, in my opinion. Also try one of the base pieces to cover up the gaps above her ears and front hair, I think it would look better that way. >>1929837 Looking good, keep it up.
>>1930126 >While you've debulbed the side of her head, I think the forehead now looks too big. I'd suggest lowering the Upper Head Y Scale or using an alpha. The intention is to have more of an oval shaped/tall head, as that is a phenotype feature of some Nordic women. That said, I'm not against tweaking it to distribute the oval balance throughout more of the face, but you're going to have to bear to see this current face for a while. next version I'll show will feature some changes to refine things a bit further, including: >Back hair Y scale and/or its tilt also makes the back of the head too long vertically, in my opinion. Also try one of the base pieces to cover up the gaps above her ears and front hair, I think it would look better that way. I'll take it into consideration. The hair is indeed a self-made custom zipmod (as you can see on my other posts through my thread), so I can say that it's not Y scale or tilt at all, it's the literal model itself. Reason I couldn't place it lower was that other details would begin clipping into the head. As for making the hair more voluminous in the other sense you mentioned... Yeah, sure. It's gonna take a while though. For now I've just lowered the Y scale to 0.97 (from 1) and that should fix the main problem about the skull not being that skull shaped
>>1930609 (So yeah the next major version is gonna include a more refined hair mesh and then I can redistribute the tallness of the head throughout the rest of the face, though expect a good while before I start doing that)
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>>1930609 The back hair sticks out too high up, you can see the big bump towering above the front hair - hence the scaling and tilting suggestion. I also think it's less wide than the front, perhaps increase this. The front hair you picked has multiple bald spots, very noticeable in her case above the ears - using one of "base" pieces in the name to cover that up should be enough, and it would also help with the 'big forehead' look. Though personally I'd pick a different front hair piece. And since you're making it as an accessory, I don't know if you know how but, I think it'd be a good idea to be able to turn off (via material editor) parts of the hair, instead of it being a single piece - the parts around the neck for example, so it doesn't clip through it or the shoulders/back. Having multiple dynamic bones so you can adjust them separately (like increased stiffness so they don't all flail around during movement) would also be useful. And as for the character look itself, I'd suggest further de-Chikafying her (eyebrows shape and vertical, the mouth being so high up, eyes shape etc). On one of the pics, her chin looks too pointy - I personally go with a slightly higher value that fixes that inward, edged chin bump Chika has. Consider these suggestions (or not) after you're done with working on your mod, anyways that's all from me. Take care.
Does this thread has no post limit?
keep getting connection errors >>1934635 I think it's 1000? Might depend on the board.
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Trying again. Not sure if this is the right place for it, but I might as well. I've been trying to recreate this character, but something always feels off about her. I don't know if I'm just not getting the feel of her expressions and character right or if there's just fundamentally something wrong with her face, or if it's just not possible to get the right feel in koikatsu at all. There's something wrong with her eye shape or her jaw or something and I can't eyeball it right and don't have any tools that let me properly put the reference side by side with the model in the maker. Something about her face looks so flat from the side and I have no idea how to fix that. The hair is also not quite where I want it to be. I think I need another pair of eyes to see what I'm missing, or just better knowledge of the maker in general. Any ideas would be much appreciated. 8ch seems really unhappy with me attaching the ref sheet so I'll have to link it instead. https://x.com/Nitya_Nil/status/1982464507260625380 Attaching the card just in case someone wants to take a better look or have it or I dunno. https://files.catbox.moe/4jiq19.png I am fully aware that the textures are mostly complete garbage, especially the overskirt. Also maybe a suggestion on shaders and settings on the tail? The default shader looks awful, and the current one has no plus variant so if I ever want to use lighting I have to swap it to I don't even remember what and turn the normal map slider down to 0.
oh shit it finally worked
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Its been so damn long since I was able to see this thread thought the site was dead or something (just got region blocked instead fun). on things iv been doing is being halfway done with the characters I wanted to use for playing the game. I dont have any of the clubs finished so I dont really have a proper "character groups" to make scenes of though. Did manage to do one on lower effort than usual with the 5 manga club members iv made so far (from left to right jinxed, chunni, returnee, quiet, mysterious) so ll show it off.
>>1935876 I will most likely be doing a once over on all of them anyway before I finish since im not exactly happiest with how jinxed looks like, aswell as atleast 2 need some of their regular outfits changed since I basicaly wingeed it originaly now wanting to do something bit different. (still not sure If I want all manga club members to wear some "cosplay" for their club outfit or not)
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>>1935678 That's pretty close to on model Anon, you're probably thrown off by her terrible posture during streams that has her capture software making her L2Dmodel tilt her head 5-10 degrees left or right.
>>1935876 Honestly, I'd choose a different color for their ties to let them stand out more from the shirts; black is usually a safe bet. As for giving the manga club girls cosplay outfits, if you're not already using accessories for their main hair, you can put a swim cap on them to hide their main hair and use hair accessories like a wig; it's a trick that's worked fairly well for me.
>>1936103 >I'd choose a different color for their ties to let them stand out more from the shirts; black is usually a safe bet. Hmm I didnt want to go for a black tie originaly since Id think it would be too little color in the uniform (and originaly I thought of this like more police academy one probably because of the 4 originals being cops) might try to see if I like how that looks though > if you're not already using accessories for their main hair, you can put a swim cap on them to hide their main hair and use hair accessories like a wig; it's a trick that's worked fairly well for me. I am allready using acessory hair which is kinda why I didnt want to use the outfit swap because of wanting to keep their hair similair to originals but going for idea of wigs might actualy make it work.
>>1936103 oh also on topic of the swim cap I feel they are bit too large than what I normaly have the head as and atleast from what iv seen I cant really resize it.
Tried to make the Beginner from everyone's favorite(?) mushroom game. Really scuffed, but I'm still happy with how it's turning out. I can't find a wooden plank or log within the Maker, but if anyone knows a good substitute so I can permanently have her shield instead of having to redo it manually in Studio every time, that'd be great. >>1936235 You could also set the hairs to None to skip the swim cap entirely.
>>1935885 It's as on model as I could manage, but I feel like it could still be better and I don't know how exactly. There's something about the brow that bothers me too, like her whole face is all flat and lacks depth. I might keep trying to adjust it as I try to figure it out.
>>1935678 I've never been able to make shit accurate, so take my advice with a grain of salt. I think your version's face is too round compared to the ref sheet. Too much moeblob. Pull down the cheeks, widen the mouth, narrow the eyes, furrow the eyebrows, and decrease the width on her hair parts. You might have to do a custom eyebrow too, but you could easily just rip it from the sheet. From the side, you can try to increase jaw depth so it more closely matches the ref sheet. For the tail, manually change the shader to main_item_studio or whatever. I think it's always gonna look a bit off because you have animu skin and cloth, and suddenly reptile scales, unless you want to redraw the tail textures entirely.
>>1936586 >You could also set the hairs to None to skip the swim cap entirely. oh yea just speaking in general since I kinda wanted some girls to wear the swim cap for their swimsuits but I end up just trying the hair if need be.
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>>1936807 much appreciated. I'll give these a try. I have to sort of balance out using the ref sheet with other references of the model from different angles since it does look a bit different in motion and with other expressions. It's probably not likely I can properly capture it with KK.
It appears I have hit another personality that feels like a tough to nail down some design. Weirdo/Space cadet, no idea what to do with her and I dont want to just make an obvious alien character since I feel it takes away from the idea, but I dont have a good idea for "UFO fanatic" either.
>>1935881 I've given mine some normal, casual clothes for that one as they mostly sit around there, reading. >>1935885 Yeah, with this as ref, it's pretty accurate. I'd only try fixing the edged cheeks and add some jaw depth.
>>1935876 Try using patterns on those tops.
>>1937145 It's a normal-looking girl with alien talk obsession (like Okarun from Dandadan, if you've watched the anime). If you set her club to manga or going home, you could give her a cosplay for that slot.
>>1937831 Yea I think ill end up doing that, I think ill leave chunni with her witch costume because I feel its very in character for her. >>1937847 Might think on it, the uniforms definitly grew on me after like 24 characters at this point >>1937870 that much I figured out just cant get an idea on where to actualy take her design, Im thinking of a more gloom design (in idea of how the UFO belivers could be doing sleepless nights and shit waiting for a signal) but then ill be having a lot of those I feel
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>>1937879 For example, hc, patchwork, grid and some of the 'basics' patterns (and then lowering the pattern 2 color's alpha so it doesn't stand out) can improve the look of the fabric. Weirdo's trying to reunite with her alien buddies, as she calls them, so for cosplay, maybe a backpack with scrolls, the big round glasses, binoculars, alien themed hairpins and stickers, radio...whatever of those is available, to use on the club slot. Default T-shirt and skirt would suffice.
>>1937948 Hmm I guess I could go for material texturing with either HC patterns or just some material ones. didnt do it as much with these characters as opposed to the first 4 girls. Mainly decided to not use too much texturing because I knew it would very quickly extend time I spend on characters outfit plus wanting to stay a bit more in line with game's default visuals.
>>1937948 Will actualy add, the HC_patteron04 might work nicely since the stripes are prominent enough to give a general stripe design while the pattern between stripe is subtle enough to not feel overwhelming. might use it as a general pattern for the blazers themself. (still not sure if I wanna mess with ties in anyway, no pattern strikes me as interesting and I like the dark blue tie with blue shirt)
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>>1937993 I mostly use the white or gray-ish on shirts (Returnee & Tomboy). The blond is among the very few I haven't used any patterns on a top.


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