2B & A2 - Nier Automata

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2B & A2 - Nier Automata
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2B & A2 - Nier Automata
2B & A2 - Nier Automata
2B & A2 - Nier Automata
2B & A2 - Nier Automata
2B & A2 - Nier Automata
2B & A2 - Nier Automata
2B & A2 - Nier Automata

Description

Here's my first real model release, glory to mankind !

What you get

  • 2B with a fully nude body and both IK and FK rig - and cherry on the cake, it supports the use of daz poses through the diffeomorphic addon
  • 2B's default outfit with hi-res textures
  • A2's default outfit and hairstyles (long & short)
  • A bunch of weapons from the game
  • 2B and 9S's pods also hi-res (with rigs)

This model was made in blender 2.90 with Eevee in mind, I tried it quickly in Cycles and it looked fine as far as I could tell.

Requirements

  • You need to have the diffeomorphic addon installed in order to use the rig, I've included the addon in the texture archive (more info about it here : https://diffeomorphic.blogspot.com/)

How to use

  • This model is handled through 2 panels, the daz panel (diffeomorphic addon) for everything rig related and the mustard UI panel for the rest
  • In the daz panel you'll find a bunch of shapekeys (open genitals, breasts size, pregnancy etc.) in the custom morphs section, and if you select the rig you'll see many options for the rig under MHX sections (FK/IK switch, gaze activation, layers etc.). You can also import daz poses from there if you have some.
  • In the mustardUI panel you'll find wet/dirt options, nails and lips color customization, outfits, and accessories in the extra section (weapons). More info on this UI here : https://github.com/Mustard2/MustardUI/wiki/Tutorial
  • Face and hair bones are on layer 24, which you can also show with the advanced armature button in mustard's ui
  • The default outfit has a color variation (just an inverse color) and a few shapekeys to expose parts, all controlled in mustard's panel
  • I've setup physx for the hair with softbody, you can use it by activating the meshdeform modifier for the hair
  • The skirts are weight painted but also have a cloth modifier that you can use, it's already setup
  • There's a pose library with a few daz poses
  • The body is a daz G8 and comes with already set up correctives and flexes imported from daz, meaning for example the elbow won't melt down when moving the forearm and also the biceps will grow
  • One last thing, I've shaped her buttom similarily to her original shape but you can have a more round one if you disable the 2BOriginalAssShape shapekey in object data properties
  • Known issues : there's some clipping, I tried my best and will improve if I can. To circumvent that there's a mask for the body hiding parts that are under the outfit. Also sculpting is your friend

Blabla

  • Tag me if you use her, I'd enjoy seeing what you do with her (@LeGuymelef on twitter)
  • What's next : I need a break from this but probably other outfits
  • Achieving a model like this was my goal since starting blender and it's taken many months, going 1 step forward two steps backward. Lots of problem solving even now but I'm glad I'm finally there
  • For even more nier automata you can find the flight units here, thx ssbb210 for the rip : https://open3dlab.com/project/30010/

Credits

  • xCrofty for the original 2B model ; lezisell for the pod mesh ; Petrarca22 for the textures
  • Mustard for the UI, I tweaked it a bit again (sorry :) )
  • Quick thanks to ChairMan whose Rey model showed me how to use constraints and what they could achieve

Changelog

  • 3.0 (3.0 textures download also needed) - probably the last content update
    -- new outfit (nightie from dlc)
    -- new alternative hairstyle from likkez's release (hairstyle will look weird in the viewport because particles are hidden but will be okay on render)
    -- made the masks activate automatically depending on what is equipped
    -- used the gaze follow head from daz menu instead of a constraint, you can deactivate it from there
  • 2.1 (2.0 textures download also needed)
    -- small fix for A2's hairstyles (they were not moving correctly with the head)
  • 2.0 (2.0 textures download also needed)
    -- Added A2's default outfit as well as her 2 hairstyles (long & short), hairstyles are selectable in mustard's ui
    -- Added a hair color selector in mustard's ui
    -- The lips' color selector checkbox now actually works
    -- Fixed some rotation issues with boots in IK
    -- IK controllers don't stretch arms or legs anymore
    -- Fixed some clipping with stockings and boots
  • 1.1 (no need to redownload textures)
    -- fixed a silly oversight with her arms materials (thx PonkoAnims for pointing it out)
    -- added two bones near genitals that you can scale to open her up
    -- fixed a rotation issue with her boots in IK mode
    -- also turned IK by default for arms and legs (can be changed in the daz panel)
  • 1.0 : initial release


FilenameDownloadsCreatedFilesize
Files
  2B_3.0_-_LeGuymelef_-_Textures.7z  5472020-08-09138.44 MB
🇳🇱EU Download   🇨🇦NA Download
  2B_3.0_-_LeGuymelef.blend  5712020-08-09185.31 MB
🇳🇱EU Download   🇨🇦NA Download
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Comments

Finally a model that doesn't look like an overripe apple carcass. The only somewhat good 2B model has been Likkez 2B model and it's sadly pretty primitive
Reply • July 19, 2020, 1:44 p.m. - BleepyBloop
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2B is all about curves ;), I made her slightly thicker while staying true to her original shape
Reply • July 19, 2020, 2:21 p.m. - LeGuymelef
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will use it when i finish my current projects but where do we tag you?
Reply • July 19, 2020, 2:10 p.m. - zZONED
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Cool. I'm on twitter @LeGuymelef and on deviantart (same name) though I will be less and less active on DA
Reply • July 19, 2020, 2:18 p.m. - LeGuymelef
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Is the model's head a custom Daz sculpt or a bodyhack of the original and G8?
Reply • July 19, 2020, 8:34 p.m. - BleepyBloop
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If you can't tell I suppose I did a great job with the headhack :). Anyway, Daz expressions won't work if that's what you were wondering.
Reply • July 20, 2020, 5:03 p.m. - LeGuymelef
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No I was wondering how you ported the morphs of the body and kept them after removing the original head mesh
Reply • July 20, 2020, 6:44 p.m. - BleepyBloop
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Morphs are imported through the diffeomorphic add-on, they stay on separating/merging so no black magic here. As for the rest I sunk a whole week on this model and many more hours of trials and errors before that so I can't just answer in a comment sorry.
July 21, 2020, 6:26 a.m. - LeGuymelef
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Could it get a optimization update?
Reply • July 20, 2020, 6:31 a.m. - XxXTrunksXxX
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I'm not sure what you mean by that, lower res textures maybe ? In any case, none planned atm but I'm always keen to improve if you can point a way to increase performance.
Reply • July 20, 2020, 5:08 p.m. - LeGuymelef
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Less modifiers on meshes, lowpoly,Textures can be changed within blender so no need of that
Reply • July 21, 2020, 3:05 a.m. - XxXTrunksXxX
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There isn't a lot of modifiers, except subdivisions that you can remove if you want. No promises for polys, I'll check if I can do something.
July 21, 2020, 6:31 a.m. - LeGuymelef
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Thanks for share this mod!! Now I can continue learning with my favorite characters in Blender :D
Reply • July 20, 2020, 7:07 p.m. - YumiRedfield
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Happy to provide, have fun :)
Reply • July 21, 2020, 6:33 a.m. - LeGuymelef
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Glory to mankind!
Reply • July 21, 2020, 6:14 a.m. - Veromas
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;)
Reply • July 21, 2020, 6:34 a.m. - LeGuymelef
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first, thanks for bring us this amazing model, and i have a question, did you made the bones for skirt? because i can't find them. sorry for my poor english.
Reply • July 21, 2020, 6:41 a.m. - x01818665
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Sorry saying the skirt is rigged probably wasn't correct. There aren't any bones, it's weight painted in order to move depending on the legs position but honestly I'd recommend you use the cloth modifier instead. It should give good results in most situations.
Reply • July 21, 2020, 4:14 p.m. - LeGuymelef
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ok, thanks for respond <3
Reply • July 22, 2020, 9:17 p.m. - x01818665
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Since I can't find where to PM you I'll ask here: Is there rigs for blinking/opening-closing the eyes? I've looked through all layers, there's even some bones positioned there, but they don't do anything. The eye target/gaze rig just control the eyes rotation.
Reply • July 22, 2020, 12:55 a.m. - elcucko
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The bones for eyelids are on layer 24 (with hair bones), also accessible with the advanced armature button in mustardui
Reply • July 22, 2020, 5:19 a.m. - LeGuymelef
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Awesome model, thx. Only good ones are old by Likezzg and one by Arhoangel. I wonder... is that model partially ripped from the game? You know what would be insane? Model of flight units, as I find them really epic. However, guess that's a wrong website for such thoughts... I just got inspired by you importing not only 2B, but weapons and pods. So, should you consider working with flight units, that would be awesome. Not for smut maybe. But for the aesthetics. (however that seems to expand the basic range of smut animation scenes :D)
Reply • July 22, 2020, 3:42 p.m. - Lesole
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It would be nice yeah but I've searched for a rip of those flight units and couldn't find any ¯\_(ツ)_/¯
Reply • July 22, 2020, 4:20 p.m. - LeGuymelef
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I uploaded them, it's on OPEN3DLAB
Reply • July 27, 2020, 2:13 p.m. - ssbb210
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That's really cool, thanks ! I'll add a link to your upload in the description
July 27, 2020, 3:38 p.m. - LeGuymelef
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Cheers to you, man, this is such a well done model and rig, it's just so amazing. One minor complaint that I have is that the ik for the hands seem to have the option to be stretched turned on, that or I'm a fool for not finding the option to toggle it off lol.
Reply • July 24, 2020, 11:31 a.m. - Hervetek20
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Thanks and glad you like her. Sadly I don't think there is an option to not stretch in IK, however you can use the "snap L/R IK Arm/Legs" buttons to bring the hands back to a normal (FK) position that you can then tweak. These buttons are also useful if you pose in FK and then switch to IK, it will bring the IK controller at the FK position.
Reply • July 24, 2020, 5:55 p.m. - LeGuymelef
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Hmm, that's strange, wondering how you managed to make the leg IK not stretch. Anyway thank you for the reply and for the help :D. Keep up the great work, dude!
Reply • July 25, 2020, 8:07 p.m. - Hervetek20
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Legs also stretch but in any case I found how to prevent the stretching, it will be in the next update along with some other stuff, thanks for bringing my attention to this :).
July 26, 2020, 12:05 p.m. - LeGuymelef
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foot.rev.R and foot.rev.L - I wish everyone rigged the foot bones to rotate without moving the toes. Huge time saver. The devil is in the details.
Reply • Aug. 7, 2020, 7:13 a.m. - JSBloodwine
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I'm not sure if this is positive feedback or not but foot.rev are indeed there in ik mode.
Reply • Aug. 7, 2020, 4:06 p.m. - LeGuymelef
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It's positive. Most of the rigs you grab the hip bone and the IK restraint holds the feet and hands in place. Toes are almost always FK even with IK restraints on. On average, they just follow whatever the foot is doing. Darrin Lile took it even farther ( https://www.youtube.com/watch?v=VVHKBSknFhA ) His rig is more than I need but I do love the way your model's toes stay level with the floor.
Reply • Aug. 9, 2020, 12:35 a.m. - JSBloodwine
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Glad you like it then, all credits for the rig go to the author of the diffeomorphic addon, I just built around it.
Aug. 9, 2020, 3:54 p.m. - LeGuymelef
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If I use this model on 2.83, will there be problems? If so, what could be the problem?
Reply • Aug. 9, 2020, 8:58 a.m. - 3ppe
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It should work alright but you'll have to try it to be sure.
Reply • Aug. 9, 2020, 3:55 p.m. - LeGuymelef
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Got another question: How did you get such as the JCM shapekeys working after you've edited the topology of the head? For me, the areas around the vertices which have been modified or removed totally explode when I activate the JCMs and in general break if I activate any shapekeys
Reply • Aug. 9, 2020, 7:40 p.m. - BleepyBloop
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Mainly the neck area where I'm having this issue
Reply • Aug. 9, 2020, 7:40 p.m. - BleepyBloop
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Oh and I mean in my own model, not this one
Reply • Aug. 9, 2020, 7:41 p.m. - BleepyBloop
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You need to select the basis shape key before merging meshes
Aug. 9, 2020, 8:46 p.m. - LeGuymelef
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Face mesh isn't quaded
Reply • Aug. 11, 2020, 9:37 a.m. - XxXTrunksXxX
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I know, tris to quads can create texture issues so I rarely use it, people can do it themselves if they need it. Same for smooth correctives, I don't like the results it gives so I don't use it but feel free to do so.
Reply • Aug. 11, 2020, 10 a.m. - LeGuymelef
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I quaded eveything i could lol , i didn't notice any changes in final render with sub div level 1,UV are merged then i removed one vertex
Reply • Aug. 11, 2020, 3:33 p.m. - XxXTrunksXxX
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