[ILLUSION] Koikatu! - Card Sharing Request Thread 2.0 (Restart)

Anni93

Anni93

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1)on cloth, go to material editor>export Main tex> open via windows photo editor> resize the resolution to ur liking(not less that 720x720)> import the texture back to main tex. The difference on color wont be seen but if the clothes have some design and lines texture it will be zaggered
2)About Hairs, They have high texture on Alpha Mask> do same process as the clothing
3) There are other mask too, Detail mask, normal map etc etc... dont touch that i suggest.....
Here Check this few Lowered Texture card from MogelatteRIO https://gofile.io/d/KWnvir
Note:
1) Don't remove the alpha mask on hairs, it will destroy the hair visual.
2) Always number the image u export same as the accessory slot no of the one u r toggling with so that u wont mismatch the alpha mask
3) If u delete the detail and normal mask from body and face, suggest resetting the shader to normal
Almost, but not entirely.

First and foremost, it all depends on the asset and its thresholds on the UV map.
For example, sometime clothing assets from SuguP are constructed even on a few pixels

Each asset has different pixel thresholds.

One might have 2k, another 512, another 1024, another 256, etc.
This is an individual matter.
You adjust the size to whatever parameters allow you without losing detail.
Relative, dependent, on the author of the orginal asset.
Becaus even pixel sizes that are too high can result in loss of detail. For example, YueFengYu's mods from Date A Live implement 8k, which makes details blurry/pixelated. 1k/2k are the appropriate settings.

I wouldn't suggest not messing with the detail mask normalmap normaldetailmap color mask, etc, it also affects many factors, such as changing details or simulating, for example, cellulite on the body.
Especially if your example is the projects from that idiot moegelerattio (this guy has no skill, puts 4k everywhere, and creates a Frankenstein without optimization, he doesn't know any fundamental knowledge).


For example, in all the hair assets on his cards, you can reduce the color mask to 1x1-8x8-64x64 pixels
and the detail mask to 64x64-256x256 pixels
(now imagine if 40x hair elements have implemented 512 to 2048 pixels, when they don't have to, or even imported 4k).

The overlay size is also relative.

It depends on what you want to achieve.
If the overlay is a only solid color, you can even use 1x1 pixels.
For excampe:

orginal



With 1x1 pixels:



You're also spreading false myths about alpha mask.

You're prioritizing MainTex, and any other influence is the shader type, plugin.
Alpha mask is rarely required for interference.
It is mainly used in situations where white lines remain in the perimeter when remodeling an asset.

More often than not, people overuse this feature.

And what's worse, alpha mask can have different thresholds than maintex.

This sometimes requires larger dimensions than maintex.

You can also use the Overlay plugin instead of MaterialEditor.

For example, on clothing.

Anyway
I've been creating mods using Photoshop for many years, and I can tell you from personal experience that most of the projects from people in the koikatsu community need at least some fixing.
 
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prd

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hey guys, i sometimes read that you can reduce or rescale textures of the card, so that didnt make the game too much lag, so my question is how?
also want to add
if the mod/outfit only use a basic shader type (makise, lor, zhezhicheny and edge/nitta usually used) reducing the detail mask and normal map to 1024x1024 and maintex to 1024x1024 or 2048x2048 are enough (2048x2048 for full bodysuit size like texture).

but sadly not applicable for grafko outfit... so many texture with shader on so many part with different slider each part make it a chore to lighten...
 
Skiadrwq

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if u really want to only use headmod for ur card, use other character headmod as substitute or other author/modder headmod.
most of the time u only need to recolor the texture for eyeline/eyebrow part
Graphic1.png

if u really want to only use headmod for ur card, use other character headmod as substitute or other author/modder headmod.
most of the time u only need to recolor the texture for eyeline/eyebrow part
Graphic1.png
damn thats a lot better, good idea!
 
KK DONALD'S

KK DONALD'S

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Almost, but not entirely.

First and foremost, it all depends on the asset and its thresholds on the UV map.
For example, sometime clothing assets from SuguP are constructed even on a few pixels

Each asset has different pixel thresholds.

One might have 2k, another 512, another 1024, another 256, etc.
This is an individual matter.
You adjust the size to whatever parameters allow you without losing detail.
Relative, dependent, on the author of the orginal asset.
Becaus even pixel sizes that are too high can result in loss of detail. For example, YueFengYu's mods from Date A Live implement 8k, which makes details blurry/pixelated. 1k/2k are the appropriate settings.

I wouldn't suggest not messing with the detail mask normalmap normaldetailmap color mask, etc, it also affects many factors, such as changing details or simulating, for example, cellulite on the body.
Especially if your example is the projects from that idiot moegelerattio (this guy has no skill, puts 4k everywhere, and creates a Frankenstein without optimization, he doesn't know any fundamental knowledge).


For example, in all the hair assets on his cards, you can reduce the color mask to 1x1-8x8-64x64 pixels
and the detail mask to 64x64-256x256 pixels
(now imagine if 40x hair elements have implemented 512 to 2048 pixels, when they don't have to, or even imported 4k).

The overlay size is also relative.

It depends on what you want to achieve.
If the overlay is a only solid color, you can even use 1x1 pixels.
For excampe:

orginal



With 1x1 pixels:



You're also spreading false myths about alpha mask.

You're prioritizing MainTex, and any other influence is the shader type, plugin.
Alpha mask is rarely required for interference.
It is mainly used in situations where white lines remain in the perimeter when remodeling an asset.

More often than not, people overuse this feature.

And what's worse, alpha mask can have different thresholds than maintex.

This sometimes requires larger dimensions than maintex.

You can also use the Overlay plugin instead of MaterialEditor.

For example, on clothing.

Anyway
I've been creating mods using Photoshop for many years, and I can tell you from personal experience that most of the projects from people in the koikatsu community need at least some fixing.
your explanation might be far better than mine but it depends upon how the guy takes both explanation about the texture scale, he might take both as (explaining all fluid mechanic and motion to a guy that just wants to drink a cup of water)
 
Anni93

Anni93

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your explanation might be far better than mine but it depends upon how the guy takes both explanation about the texture scale, he might take both as (explaining all fluid mechanic and motion to a guy that just wants to drink a cup of water)
I partially agree.

Except the guy's asking about optimization.

You're misleading him a bit with some paragraphs.
Btw I wish you a nice day or night.

PS
I think I even mentioned here once that practically almost nobody knows what they're doing in these matters.

I remember sitting on a laptop with 4GB of RAM, 1GB of VRAM, and a first-generation quad-core Intel Core 3 processor.

People managed to create such a mess that loading a character card would freeze the system for up to an hour.

After I fixed the mess,

the same cards, with the same details, loaded in 5 seconds.

If people knew what they were doing, even those who made games, you could run Koikatsu even on an Atari/Amiga xD
 
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Σ

ΣΤΙΛΛ ΙΝ ΛΟΒ

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Please give me a body normal map with a realistic texture similar to Honey Select 2
 
Anni93

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Please give me a body normal map with a realistic texture similar to Honey Select 2
It's not just a matter of one Overlay.
There are many relative factors here.

Interfering with the Overlay plugin + MaterialEditor, with the appropriate overlays, the appropriate shader, and the right configuration.
The closest I've managed to achieve is what I'll send you on my profile.

I don't have access to a computer right now, so just use the EC to KK card converter.

Fortunately, the body is converting.

It's more of a compromise between koikatsu & honey select etc.


Anyway, the parameters/overlays are a bit outdated, because today I use different ones for the face to highlight details and shadows.

and slightly different ones for the body, but only slightly.
At the same time, I also use other digital parameters.
although the effect is similar.

Here excample screen from my old post:

 
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ask_3621

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This might be a basic question, but I'd appreciate it if you could tell me: Is it possible to combine two short scenes into one long scene?
 
Durahan333

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What's the deal with this Aragami Group guy, is he a redistributor?
distributing paids with link shortener, couldnt say scamming since I got the stuff safely
just mendokusai ig

the problem is, their headmods are shit
think he's more to type that provide raw materials fast and let others do the refine, cuz whenever new gacha waifu or such out it's always juedge had it first before anyone else, even my modder fren somewhat pissed becuz edge did it as fast as Lightning McQueen
but yea his headmod are shit

and Daily bumping theses
 
KK DONALD'S

KK DONALD'S

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This might be a basic question, but I'd appreciate it if you could tell me: Is it possible to combine two short scenes into one long scene?
possible but tedious, u gotta toggle with the timeline contol of all nodes of charcter and put it on a correct timeline.
 
T

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Soowl

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How were you able to get to the website? I've been trying for awhile and still cant get in it? Im look for the Marvelous Sunday and Bakushin umamusume cards but i cant get them. I anyone by chance has the mods and cards, can you pls share?
0dj0buT.png

AaBewZi.png


aHR0cHM6Ly9nb2ZpbGUuaW8vZC9Oc3k0YTE=
Look here first. If not found, PM me; I'll check it in my collection
 
Neon

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Re-added the cards, plus added two new ones. Come get them in my Signature. Also, can someone with GoFile also reuplaod them there.
 
S

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While I appreciate the scene my ADHD is screwing with my personal time with scenes because of the watermark from the author you guys know how I can make it vanish?
 
shimekops

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i got a question to ask, so when i put this card into studio or charamaker their eye/iris just disappears. I think its the headmod? because when i hold my left mouse button and see at a certain angle their iris is actually there. But just all the way in the back so it doesnt show, anyone knows on how i can maybe move the iris's position so its actually on their eyes? thank you in advance.

try tweaking the render queue in material editor. material should be labelled as either hitomi(default KK name) or *something* eyes (depending on the facemod)
 
S

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Does anyone have Linnea from either wssb or zhezhicheny or from anyone else?
 
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How to add a custom map in a loaded scene? i have a zipmod and png file for a map and put in map folder in Studio. But i can only load new map and new scene , cannot replace.
 

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