Alternate Hair/Clothing Items

I've personally felt some of the customization items were not fitting the style I wanted to make my characters (Be it clothing, hair, accesories, etc.), either some essentials that i felt are missing or needed to edit. That's why I, Rinkua; got my hands on some models/textures.


What I've done:

Starting by hair, i specifically looked at the clipped short section: There was no regular buzzcuts, and RInkua was not willing to use the balding ahh default hair, and that's why i mostly picked Clipped Short 3 for my short-haired characters.

Before:
What it looked like (streak's cool af anyways)
image_2025-01-20_141853282.png


After:
1737397804185.png
Screenshot_388.png



Going into clothing; my first aim went on baggy clothes, as there was little to no options in-game. Respectively, the remote close option as my ideal shirt was the Scrubs Top, and ideal pants went for the Baggy Canvas Pants. I've edited them both as regular clothing, removing the V-Neck and turning the pants in jeans.

Before:
image_2025-01-20_150954832.png
image_2025-01-20_151350720.png


After:
1737400855830.png
1737400918282.png



My last concern was something a lot of people may have noticed. Ever seen most of the clothes slim down whenever there's a coat/overshirt equipped?

image_2025-01-20_153428611.png
1737401703361.png


I've took care of that by sacrificing an accessory, making the Backpack invisible. Though SeaboundSaint's incredible work Made 2 Measure already mastered far more than this, i've already made a personal alternative days before it was actually posted. This doesn't affect NPCs, nor the other mods do.


What I'm pending to do?

Nothing much. I already edited the Scrubs Top's bump map as the V-Neck was still being rendered under light; but completely forgot the breast pocket was still there. The pants' denim overlay also needs some work, 'cause I'm here still thinking it's kind of plain-looking.

1737402423501.png
1737402629971.png



What will I do next?

Unless i get discomfort with certain item or someone asks if editing on some other clothing/hairstyle is possible, I'll keep the work here. I'll work either on jewelry or removing the 3D mesh from the Corn Rows - Though I still don't find what will be the best method for it.

Screenshot_393.png




"Until next time, buds."
 
Last edited:
I've personally felt some of the customization items were not fitting the style I wanted to make my characters (Be it clothing, hair, accesories, etc.), either some essentials that i felt are missing or needed to edit. That's why I, Rinkua; got my hands on some models/textures.


What I've done:

Starting by hair, i specifically looked at the clipped short section: There was no regular buzzcuts, and RInkua was not willing to use the balding ahh default hair, and that's why i mostly picked Clipped Short 3 for my short-haired characters.

Before:
View attachment 42603View attachment 42604

After:
View attachment 42605View attachment 42608



Going into clothing; my first aim went on baggy clothes, as there was little to no options in-game. Respectively, the remote close option as my ideal shirt was the Scrubs Top, and ideal pants went for the Baggy Canvas Pants. I've edited them both as regular clothing, removing the V-Neck and turning the pants in jeans.

Before:
View attachment 42609View attachment 42610

After:
View attachment 42613View attachment 42614



My last concern was something a lot of people may have noticed. Ever seen most of the clothes slim down whenever there's a coat/overshirt equipped?

View attachment 42616View attachment 42617

I've took care of that by sacrificing an accessory, making the Backpack invisible. Though SeaboundSaint's incredible work Made 2 Measure already mastered far more than this, i've already made a personal alternative days before it was actually posted. This doesn't affect NPCs, nor the other mods do.


What I'm pending to do?

Nothing much. I already edited the Scrubs Top's bump map as the V-Neck was still being rendered under light; but completely forgot the breast pocket was still there. The pants' denim overlay also needs some work, 'cause I'm here still thinking it's kind of plain-looking.

View attachment 42618View attachment 42619


What will I do next?

Unless i get discomfort with certain item or someone asks if editing on some other clothing/hairstyle is possible, I'll keep the work here. I'll work either on jewelry or removing the 3D mesh from the Corn Rows - Though I still don't find what will be the best method for it.

View attachment 42620



"Until next time, buds.
You planning to do next with Female cloth like we got The sweatshirt with long sleeve waiting for someone can doing that
 
Nice! The new baggy Jeans texture looks great!
What will I do next?

Unless i get discomfort with certain item or someone asks if editing on some other clothing/hairstyle is possible, I'll keep the work here. I'll work either on jewelry or removing the 3D mesh from the Corn Rows - Though I still don't find what will be the best method for it.

Screenshot_393.png
The "Tails" of the Cornrows are their own VID. In M2M, they can be disabled by wearing the "Hat-Hair" Item.
To remove it via customization_items.xtbl, you would need to;
1. Duplicate the Customization_Item entry for the Cornrows (because the Plastic Surgeon can't display Wear_Options). (This guide will help you find it.)
2. Rename the copied Item.
3. Remove the VID number which isn't "1". (This will be either "228" or "244".)
4. Update the <ID> and <MeshID> to unique numbers. (Try <ID>1174</ID> and <MeshID>1823</MeshID>.)​

I don't know how simple it would be to do this via texture editing though.
 
this is awesome. ive been putting new textures on jeans (ill show one) but making the cargos into jeans to actually have baggy ones is genius. the scrubs top pocket shouldnt be too hard if its in the tops texture as a mapping and not the mesh (lets hope). as far as the 3d stuff on hair. me and my friends have thought they probably had hair physics planned early but cut it so the hairs look weird now.. especially with some of the longer ones being half-attached to the shoulders.
 

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Thanks for the feedback man. About the hair - It was most likely to be that way, noticing the way it was modeled and how the hair physics worked in SR1 too.


the scrubs top pocket shouldnt be too hard if its in the tops texture as a mapping and not the mesh (lets hope).
It was the bump map after all, and i just got it fixed. May edit the post later

image_2025-01-21_220830875.png


This one's pretty much done, except that i notice that this specific shirt ALSO uses another texture with the "Tucked" variant.
 
Thanks for the feedback man. About the hair - It was most likely to be that way, noticing the way it was modeled and how the hair physics worked in SR1 too.



It was the bump map after all, and i just got it fixed. May edit the post later

View attachment 42632

This one's pretty much done, except that i notice that this specific shirt ALSO uses another texture with the "Tucked" variant.
90% sure the tucked untucked low high etc is just the same texture on a different mesh name, copy and paste it lol
 
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