Juri Bunny Suit Costume Mod




Find me on Twitter:  https://twitter.com/remy2fang
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Screenshots of my mods:  https://steamcommunity.com/id/remy2fang/screenshots/
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To install the mod, use Fluffy Mod Manager.  Put rar file into modmanager\Games\SF6\Mods , install mod via Mod Manager, and then launch game.




Programs I used to make this mod:  RE Tool, Noesis (with SF6 plugin), Blender 3.0, GIMP, Paint.NET, 010 Hex Editor, Notepad (for assigning costume slot), Reframework with EMV Console mod





Juri in a Bunny Suit <3 <3.  The Bunny Suit costume originally came from one of R. Mika's SFV alts.  I also used Phrenic's C3 to C10 colors and then adjusted them so they would be distinguishable.

Modified the MDF file and its texture file path references.  Also compatible with Noticeable Jiggle Physics Mod by AlphaZomega.

Breakdown on what's included:
- Has Default Slot version
- Has Custom Slot version
- Has it's own 11 Colors (both for Default and Custom slot)
























USEFUL TUTORIALS for those who want to get into SF6 modding:



---Character Model Swapping---
http://modderbase.com/showthread.php?tid=2909




---Beginners Guide to Modding---
http://modderbase.com/showthread.php?tid=2902




---Creating New Costume Slots---
http://modderbase.com/showthread.php?tid=2910




---Adding Physics---
RE Chain Editor Blender Plugin:  https://github.com/alphazolam/RE-Chain-Editor
RE Chain Editor Blender Plugin Tutorial for SF6 :  http://modderbase.com/showthread.php?tid=2945




---Face Rigging in Blender---
http://modderbase.com/showthread.php?tid=1228




---010 Hex Editor Templates (all made by alphaZomega) ---

DOWNLOAD 010 Hex Editor:  https://www.sweetscape.com/010editor/

For editing scn.20, pfb.17, user.2 and motfsm2.43 prefab files (Also good for COLOR EDITING) :  https://github.com/alphazolam/RE_RSZ
For Editing MDF Material Files:  https://cdn.discordapp.com/attachments/982716505533841498/1039088595161591819/RE_Engine_MDF.bt
For Editing Chain Physics files:  https://cdn.discordapp.com/attachments/718252742358859777/1028480288860409896/REE_Chain.bt

Something for your 010 Hex Editor when you need it:  
https://cdn.discordapp.com/attachments/982716505533841498/1028631061724414002/010_Editor_Expired_30_days_Fix.reg








More USEFUL TIPS:



BLENDER AND MATERIALS

- You can use any version of BLender 3D.

-  If the mesh is only 1-sided, you can make it thicker by using the Solidify Modifier on the right-hand side where you see the ranch.  Just click Add Modifier --> Solidify.  Another way to do this is to go to Edit mode, click "Face" at the top, and solidify Faces.

- Before transferring weights from one mesh to another, delete all vertex groups from the receiving mesh by clicking on receiving mesh, go the to upside-down green triangle near the bottom right (Vertex) stuff, hit the down arrow at the right, and then Delete All Groups.

-  When transferring weights from one mesh to another, make sure they align with each other in the same exact position and spots.  Weight transferring is meant to transfer the vertex/bone information from donor mesh to the receiving mesh.  Hence the receiving mesh will have the same or similar vertex/bone assignments as the donor mesh.  


- Steps for Transferring Weights: 
1) Select the 'donor' mesh first, hold shift, and select the 'receiver' mesh.
2) Go to Weight Paint Mode
3) Go to Weights --> Transfer Weights --> Source Layers Selection: BY NAME
4) Weights --> Clean --> Subset: ALL GROUPS --> Limit:  0.01
5) Weights --> Smooth --> Subset:  ALL GROUPS --> Iterations: 5
6) Weights --> Normalize All
7) Weights --> Limit Total --> Subset: ALL GROUPS --> Limit: 6
8) Done with Weight painting for RE-Engine .



-  When you really want to attach two different models and would like to avoid the "floating" item during in-game, you can attach/merge specific vertices between the two models in Edit Mode (they must be under the same Armature in order to do this).  When selecting those particular vertices, right-click --> go to merge verices --> center.  This must be done a few vertices at a time (3 or 4 at the most) for best results.

-  Sometimes the mesh might look as if they have obvious separations (a line at the hand to wrist/arm area).  This can be corrected.  At the top center click on the 'magnet' sign which is Snap, and then click Vertex from it's dropdown button.  Somewhere near the right (below the rendering circle viewing options) there's the Tool tab, Options --> Auto Merge.  And then go into Edit mode, selecting those particular vertices that made the mesh look separated, hit G and then the vertices will automatically connect each other depending on the direction of your mouse, and then left-click.  Now those vertices are merged.

-  UV Mapping might get lost when joining with another mesh.  In order to fix this, check on the UV Channels in the Vertex section in Blender 3D (the upside-down green triangle).  Click on the UV Channel that looks "about right" for the UV Mapping, and then rename it to DiffuseUV .


-  Be mindful that the amount of Materials in your mod is the same amount of Materials in the original character's costume Material folder.  If it's less, then it's OK.  If it's more, there "might" be problems.  But for best results, keep the same amount of Materials as the original in-game model and they must be at the same order as well.  

- If some mesh/material parts look like they're "see through" or inverted when porting into Unreal Engine 4, go back to Blender, go to Edit mode, select the vertices of those "inverted" areas, click Mesh section near the top of the user interface, and then click "Flip Normals."  After that, export your mod to a FBX file.

- Have at least 1 face vertices be assigned to each material in the mesh.  You can assign faces/vertices onto a Material in Edit Mode.







***When Making "nude" mods and dealing with "neck" issues***

What I did was use the character’s original neck and then merge the vertices of the character’s original neck/shoulders to an in-game “nude” torso in Edit Mode lol (Ryu and Juri are examples).  Nothing much to it really.  All characters (male, female, non-binary) use the same body/skin UV maps.  Regardless of different skin color or body marks, the UV maps are  basically the same for  most characters in this game—that’s how I made those Fundoshi/bikini mods in the first place.  Plus, subdividing and smoothing so that the bodies won’t be low Poly anymore.  Though FYI, using the neck of the NPC will definitely cause problems, especially when is just simple file swapping with no Blender involved, mainly because of scaling issues between 2 different characters.

Bottom line, just use the character’s original neck and shoulders and you’ll be square 👍👍

Making “nude” mods is actually kinda easy for this game because of create-a-character bases and everyone has “nude” textures.  Making the NSFW ones require a little more effort by “adding” the extra mesh and texture editing, but otherwise it’s really not that much.  

Also, also, everyone here is free to use my fundoshi/bikini mods for weight painting purposes.  Sure, there’s a sexy element to them, but the real reason why I made them is so that everyone else can use them and make their own costume mods.








When importing a character model from another game (use Blender 3D) :

Set the Rest Pose of the model to be similar as the SF6 character’s Rest Pose.  The size of the character must be similar to that of the SF6 character. (Tutorial on how to make Rest Pose in Blender:  https://blender.stackexchange.com/questions/49768/can-i-set-my-pose-position-like-the-new-rest-position)

Rename the bones on the non-SF6 model so that the bone names are the same as SF6 character bones.  This will change the vertex groups' names but will also maintain the original weights of the non-SF6 character.  You just need to rename the bones.  By doing that you don't have to rename of the vertex group names.  Another way is to weight transfer, but it can be messy.

Ctrl+J (merge) that model’s mesh to SF6 character mesh.  Delete all the SF6 character’s vertices in Edit mode.  Separate some of the necessary bones from original model’s armature in Edit Mode and hit P (Seperate selection).  In Object mode,  have the separated bones join with SF6 character’s armature.  Back to Edit mode, have those necessary bones being parented to the appropriate parent bone from the SF6 character armature.  To do this, select the 1st bone from necessary bones and then select the parent bone from the SF6 armature and hit Ctrl + P, select Keep Offset. After that, you can delete the previous skeleton of the model because now the model is part of the SF6 character skeleton.  You can check with the way it moves by selecting the skeleton and going into Pose Mode.

For the face, repainting the weight paint on their faces and trying to match the face structure with that of the SF6 character might be the most accurate approach.  But if all else fails, you can just disable bones by misnaming them on Blender or Hex Editor. 





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--MATERIAL EDITING NOTES via MDF Template on 010 Editor, or EMV Console on ReFramework--


* To make a Material/Sub-mesh invisible: Open the mdf2 file in 010 Editor, run the MDF template, go to File Header, choose the Material(s) you want to make invisible, and then put 0 for the Material Name Hash.


BASE COLOR - Changes Base color, but does it permanantly on all costume slots

Customize Color_0 to 3 - Changes the actual color from the CMD user files.  Customize Color_0 = Color 1 = Red on c-Mask texture.  Customize Color_01 = Color 2 = Yellow on c-mask texture. Customize Color_02 = Color 3 = Blue on c-mask texture. Customize Color_03 = Overlaying Color = Black on c-mask texture. 

Fix Projection Switch = Makes a submesh material come either in front or back of the main mesh.  Might be useful for BG NPCs eyes and teeth.

Culling Radius = Makes things more polygon. Do not recommend.
Culling Gradatin = Goes along with Radius.  Controls it better.

Warp_SphereMask_Softness + Warp_SphereMask_Radius + TwistIntensity
Distortion = All of these combine can warp a mesh or something.

Emit_BlendRate = Makes things glow
scroll up to Emit_BaseColor, Emit_Color, Emit_etc .  It will change color!


Emit_Specular = Makes shiny
Emit_RoughnessRate = Makes wetter if combine with Emit_Specular


Roughness = Makes things look wet or plastic shiny
Metallic = Works well on cloth material. Good to enable Emit_Specular and Emit_RoughnessRate

Customized Roughness (0 to 3, based on the Cmask color texture!)
Customized Metal (0 to 3, based on the Cmask color texture!)

CustomizeColor_x_BlendRate = Try experimenting with these.

Cloth_DetailC_AOColorContrast = Can make things glow
Cloth_DetailC_AOColorBlendRate = Can make things glow

Rim Lighting power = Can make things glow
Rim Lighting intensity = Can make things glow


Sweat:  Can result in interesting effects.  The higher the number, the more dirty or "bloodied" the characters look lol



Material and Textures must be enabled to make alpha transparencies:

Alpha Value = Can make it disappear if going to the negatives
Alpha Offset
AlphaTestRef = Can make it not Alpha anymore
AlphaTest_DissolveRate = Good for making sheer clothing


Cloth_DetailA_NormalIntensity (also for Cloth_DetailB, C, D) = Changes the intensity of the normal maps.  It may or may not change.







WARNING:  When working with MDF Manager (not the MDF template for 010 Editor), it may corrupt your mdf2 file.  Always make a copy of your original mdf2 file before working on it on MDF Manager.  Also, CLOSE MDF Manager that has your file in it when you're about to play SF6, or else it will crash your game.





- When changing Texture File Path references, caps lock actually matter.  Make sure that all the capitalized/lowercased letters are the same as the texture file you're referencing. 





---------------------------------

TEXTURES

*ALBD*

They act like a blank canvas for alt colors.  They should be gray or muted in color.


*ATOS*

This is for subsurface scattering, ambient occlusion, and transparency.  Making something transparent should have that part Red in color and must have a black background in order to work.  Also, the Material that reference that texture must be set to Double_Sided_With_Transparency in the enum Alpha_Flag_Preset in the MDF file.



*NRRC*

Normal Maps.  If ported Normal Map texture doesn't have an Alpha Channel, you can add it in GIMP and then use the eraser tool to make the texture at 50% opacity (or some sort of opacity you want).  If necessary, add in the red, green, and blue channel too.  And then copy and paste the ported normal maps 4 times and call them blenda, blendb, etc for the other normal map textures.  There’s also the Cloth_DetailMap that references common textures, like cotton or wool, that will affect the look of a material.  If you don’t want it there, you can just change it to something else or, give it a “nullblack” texture so there won’t be any additional normal map stuff.  Also, there’s a slider while using REframework in-game that can affect the intensity of a normal map in Cloth_DetailA_NormalIntensity in the MDF/Materials section, though the paramenters can’t be saved so write it down somewhere.  Sometimes the slider works and sometimes it doesn’t.





*C-Masks*

They control alt colors and work hand in hand with cmd_user files.  Each Material/ Sub-mesh have these mask color channels.  Here is a guide:

Red Channel (sometimes it looks yellow or purple) = COLOR 00 

Green Channel (sometimes it looks yellow or sky blue) = COLOR 01

Blue Channel (sometimes it looks purple) = COLOR 02

Black = COLOR 03 = Sometimes this effects all channels of the Material/sub-mesh.



Some Materials have two C-Mask textures.  The second C-Mask texture act like additional colors.


Red Channel = COLOR 04 

Green Channel = COLOR 05 

Blue Channel = COLOR 06 

Black = COLOR 07 


If the color channels don't change as they should and only COLOR 03/07 is affected, add an Alpha Channel to the C-Mask texture and use the Eraser tool at 100% opacity in GIMP.  Sure, it looks like it got totally erased, but the texture is still there if you toggle the Alpha Channel on and off.



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COLOR EDITING

Open the cmd user files of the characters in 010 Editor, run RE_RSZ template, and choose a Material where you want to change colors.

Make sure that the Color you want to change have it's Bool_Enable to True.

Sometimes Cloth_DetailA_AOColor or ClothAniso_ might affect the colors for that material/submesh.  Make sure to take that into consideration when changing colors.  If you don't want to deal with ClothAniso_, you can put the ClothAniso_ColorRate to 0.




























Juri, R. Mika, Street Fighter (c) Capcom















