EbiNaki
Hezeh
Hezeh

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πŸ“’Node Hair ↔ TS4 Conversion Requests Not Accepted

⊳ μ•„λž˜μ— ν•œκΈ€λ²„μ „μ΄ μžˆμŠ΅λ‹ˆλ‹€. μ‹œκ°„μ„ λ‚΄μ–΄ κΌ­ μ½μ–΄μ£Όμ‹œλ©΄ κ°μ‚¬ν•˜κ² μŠ΅λ‹ˆλ‹€!

Node Hair <-> TS4 In-Game Hair Conversion Requests Will Not Be Accepted.

There are many reasons why I cannot accept these requests, and while I cannot explain them all in detail, I have been receiving a significant number of them.

Here are the reasons why I do not accept conversion requests:

1. The creation process is different.

The two styles have completely different creation methods, and it is not a conversion at allβ€”it requires creating a new mesh from scratch.

Node Hair is designed solely for Blender rendering, and optimizing it for a game is extremely difficult.

Even if it were simplified and made into a TS4-compatible version, it would never retain the unique look of Node Hair.

The previous hairstyles I released in both formats were only possible because a certain level of compromise could be made.

Here’s an example of the difference in vertex count between the two hair types:

Both are similar long & curly hairstyles.

In-game = Approx. 39,000 / Node = Un-subdivide 4 times β†’ Approx. 940,000

2. I want to work on a variety of hairstyles.

As a hair creator, I have a strong desire to showcase a variety of hairstyles.

There are already many in-game hairstyles similar to Node Hair, and more will continue to be released.

If you haven’t found a similar hairstyle, that itself is the key difference between Node Hair and in-game hair.

I don’t want to keep making similar hairstyles just because of requests. 

I know that many of my supporters wouldn’t want that either, and most importantly, I myself don’t want it.

3. Node Hair allows me to experiment more freely.

In-game hair has certain limitations.

Transparency issues with alpha hair, polycount restrictions for game optimization, and other constraints exist.

In contrast, Node Hair allows for much broader and more creative experimentation without these restrictions.

That’s why I create Node Hairβ€”to explore styles that would be difficult to achieve within in-game limitations.

Sometimes, people express that they feel a bit disappointed that I seem to focus more on Node Hair than in-game hair.

However, this is not because I prioritize Node Hair, but because it simply has no restrictions.

4. I don’t have the time.

I release five hairstyles per month, and when including V2 and V3 versions, sometimes even 10 to 12 hairstyles in a single month.

This is not a small workload for a hair creator, and there are times when maintaining this pace feels overwhelming.

Creating hair takes a significant amount of time, and I already dedicate all of my available time to the process.

While I truly appreciate the interest and love for my work, I simply cannot accommodate every request.

The number of hairstyles I release each month and the workload I manage are both predetermined. Maybe it’s just my personal preference, but I want to stick to my own workflow and enjoy the creative process.

5. Repeated requests put pressure on me.

I know that all these requests come from genuine interest and affection for my work.

However, repeatedly sending the same request across all of my accounts or persistently messaging me with demands puts a lot of pressure on me. I kindly ask that you refrain from messages that feel like repeated insistence or pressure.

6. But I am always grateful.

If it weren’t for the love and support of my audience, I wouldn’t have been able to come this far.

Your appreciation and encouragement always give me strength and serve as the motivation for my next creations.

For hairstyles that many of you love, I try my best to release both versions when possible.

They will be released gradually, so please be patient and wait a little longer.

I truly appreciate everyone who loves and supports my work, and I will keep creating hairstyles that many people can enjoy.

I hope you continue to look forward to my future creations!

Thank you for taking the time to read this. πŸ₯°

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λ…Έλ“œν—€μ–΄ ↔ TS4 μΈκ²Œμž„ ν—€μ–΄ λ³€ν™˜ μš”μ²­λ°›μ§€ μ•ŠμŠ΅λ‹ˆλ‹€.

λ§Žμ€ μ΄μœ λ“€μ΄ μžˆμ–΄ λ‹€ μ„€λͺ…ν•˜μ§€ λͺ»ν–ˆμ§€λ§Œ λ§Žμ€ λΆ„λ“€κ»˜μ„œ μš”μ²­μ„ μ§€μ†μ μœΌλ‘œ 보내주고 κ³„μ‹­λ‹ˆλ‹€.

λ³€ν™˜ μš”μ²­μ„ λ°›μ§€ μ•ŠλŠ” 것에 λŒ€ν•œ 이유λ₯Ό μ„€λͺ…λ“œλ¦¬κ³ μž ν•©λ‹ˆλ‹€.

1. μ œμž‘ 방식이 λ‹€λ¦…λ‹ˆλ‹€.

두 κ°€μ§€λŠ” μ œμž‘ 방식이 μ•„μ˜ˆ λ‹€λ₯΄λ©°, λ‹¨μˆœν•œ λ³€ν™˜ μž‘μ—…μ΄ μ•„λ‹Œ λ©”μ‹œλ₯Ό μƒˆλ‘œ λ§Œλ“€μ–΄μ•Ό ν•©λ‹ˆλ‹€.

λ…Έλ“œν—€μ–΄λŠ” 였직 λΈ”λ Œλ” λ Œλ”λ§λ§Œμ„ μœ„ν•΄ μ œμž‘λœ ν—€μ–΄λ‘œ, κ²Œμž„μš©μœΌλ‘œ μ΅œμ ν™”ν•˜κΈ°λž€ 맀우 μ–΄λ ΅μŠ΅λ‹ˆλ‹€.

이것을 λ‹¨μˆœν™”ν•˜μ—¬ μ‹¬μ¦ˆ 4 κ²Œμž„μš©μœΌλ‘œ λ§Œλ“ λ‹€ 해도 λ…Έλ“œν—€μ–΄ 특유의 λŠλ‚Œμ€ μ ˆλŒ€ λ‚˜μ§€ μ•ŠμŠ΅λ‹ˆλ‹€.

μ•žμ„œ 두 κ°€μ§€ λ°©μ‹μœΌλ‘œ λ°°ν¬ν•œ 헀어듀은 λͺ¨λ‘ μ–΄λŠ μ •λ„μ˜ νƒ€ν˜‘μ΄ κ°€λŠ₯ν–ˆκΈ°μ— μ œμž‘μ΄ λ˜μ–΄μ§„ κ²ƒμž…λ‹ˆλ‹€.

μ˜ˆμ‹œλ₯Ό λ³΄μ—¬λ“œλ¦¬κ² μŠ΅λ‹ˆλ‹€. 두 ν—€μ–΄μ˜ λ²„ν…μŠ€ 수치 μ°¨μ΄μž…λ‹ˆλ‹€.

λ‘˜μ€ λΉ„μŠ·ν•œ μŠ€νƒ€μΌμ˜ λ‘± & 컬리 ν—€μ–΄μž…λ‹ˆλ‹€.

μΈκ²Œμž„ = μ•½ 39,000 / λ…Έλ“œ = Un-subdivide 4회 β†’ μ•½ 940,000

2. λ‹€μ–‘ν•œ ν—€μ–΄λ₯Ό μž‘μ—…ν•˜κ³  μ‹ΆμŠ΅λ‹ˆλ‹€.

ν—€μ–΄ ν¬λ¦¬μ—μ΄ν„°λ‘œμ„œ λ‹€μ–‘ν•œ ν—€μ–΄λ₯Ό 선보이고 싢은 μš•μ‹¬μ΄ μžˆμŠ΅λ‹ˆλ‹€.

λ…Έλ“œν—€μ–΄μ™€ λΉ„μŠ·ν•œ μΈκ²Œμž„ ν—€μ–΄λŠ” 이미 많이 μžˆμŠ΅λ‹ˆλ‹€. 그리고 μ•žμœΌλ‘œλ„ 많이 배포될 μ˜ˆμ •μž…λ‹ˆλ‹€.

이미 λΉ„μŠ·ν•œ ν—€μ–΄κ°€ μžˆμŒμ—λ„ λͺ» μ°ΎμœΌμ‹ λ‹€λ©΄, 그것이 λ°”λ‘œ λ…Έλ“œν—€μ–΄μ™€ μΈκ²Œμž„ ν—€μ–΄μ˜ μ°¨μ΄μž…λ‹ˆλ‹€.

μš”μ²­μœΌλ‘œ 인해 λΉ„μŠ·λΉ„μŠ·ν•œ ν—€μ–΄λ₯Ό μ§€μ†μ μœΌλ‘œ λ§Œλ“€κ³  μ‹Άμ§€λŠ” μ•ŠμŠ΅λ‹ˆλ‹€.

제 μž‘μ—…λ¬Όμ„ μ’‹μ•„ν•΄ μ£Όμ‹œλŠ” 뢄듀도 μ›ν•˜μ§€ μ•ŠμœΌμ‹€ ν…Œκ³ , 무엇보닀도 저도 μ›ν•˜μ§€ μ•ŠμŠ΅λ‹ˆλ‹€.

3. λ…Έλ“œν—€μ–΄λ‘œλŠ” μ’€ 더 κ³Όκ°ν•œ μ‹œλ„λ₯Ό ν•©λ‹ˆλ‹€.  

μΈκ²Œμž„ ν—€μ–΄μ—λŠ” λͺ‡ κ°€μ§€ μ œμ•½μ΄ μžˆμŠ΅λ‹ˆλ‹€.

μ•ŒνŒŒ ν—€μ–΄μ˜ 투λͺ…ν™” 문제, κ²Œμž„μ— λ§žλŠ” 적정 폴리카운트 λ“± μ—¬λŸ¬ ν•œκ³„κ°€ μ‘΄μž¬ν•©λ‹ˆλ‹€.

반면, λ…Έλ“œν—€μ–΄λŠ” 이런 μ œν•œ 없이 λ”μš± 폭넓고 자유둜운 μ‹œλ„λ₯Ό ν•  수 μžˆμŠ΅λ‹ˆλ‹€.

그런 이유둜, μΈκ²Œμž„ ν—€μ–΄μ—μ„œ κ΅¬ν˜„ν•˜κΈ° μ–΄λ €μš΄ μŠ€νƒ€μΌμ„ μ‹€ν—˜ν•˜κ³  ν‘œν˜„ν•˜κΈ° μœ„ν•΄ λ…Έλ“œν—€μ–΄λ₯Ό μ œμž‘ν•˜κ³  μžˆμŠ΅λ‹ˆλ‹€.

가끔 λͺ‡λͺ‡ λΆ„λ“€κ»˜μ„œ μΈκ²Œμž„ 헀어에 λΉ„ν•΄ λ…Έλ“œν—€μ–΄λ₯Ό 더 μ‹ κ²½ μ“°λŠ” 것 κ°™λ‹€κ³  아쉬움을 ν‘œν˜„ν•˜μ‹œκΈ°λ„ ν•©λ‹ˆλ‹€.

ν•˜μ§€λ§Œ 그것은 μ œκ°€ λ…Έλ“œν—€μ–΄λ₯Ό μš°μ„ μ‹œν•˜λŠ” 것이 μ•„λ‹ˆλΌ, λ…Έλ“œν—€μ–΄μ˜ μ œμž‘μ—λŠ” μ•„λ¬΄λŸ° μ œμ•½μ΄ μ—†κΈ° λ•Œλ¬Έμž…λ‹ˆλ‹€. 

4. μ‹œκ°„μ΄ μ—†μŠ΅λ‹ˆλ‹€.

μ €λŠ” ν•œ 달에 5개의 ν—€μ–΄λ₯Ό λ°°ν¬ν•˜κ³  있으며, V2,3κΉŒμ§€ ν•©ν•˜λ©΄ λ•Œλ‘  10~12개의 ν—€μ–΄κ°€ 배포될 λ•Œλ„ μžˆμŠ΅λ‹ˆλ‹€.

ν—€μ–΄ μ œμž‘μžλ‘œμ„œ κ²°μ½” 적은 양이 μ•„λ‹ˆκΈ°μ— ν˜„μž¬μ˜ μž‘μ—…λŸ‰μ„ μœ μ§€ν•˜λŠ” 것도 가끔은 버겁닀고 λŠλ‚λ‹ˆλ‹€.

ν—€μ–΄λ₯Ό μž‘μ—…ν•˜λŠ” 것은 λ§Žμ€ μ‹œκ°„μ„ ν•„μš”λ‘œ ν•˜κ³  μ €μ˜ κ²½μš°μ—” 이미 λͺ¨λ“  μ‹œκ°„μ„ μ œμž‘ν•˜λŠ” 것에 쏟고 μžˆμŠ΅λ‹ˆλ‹€.

제 헀어에 λŒ€ν•œ 관심과 애정에 κ°μ‚¬λ“œλ¦¬μ§€λ§Œ, λͺ¨λ“  μš”μ²­μ„ λ‹€ λ“€μ–΄λ“œλ¦΄ μˆ˜λŠ” μ—†μŠ΅λ‹ˆλ‹€.

μ €λŠ” ν•œ 달에 λ°°ν¬ν•˜λŠ” 양도, μž‘μ—…ν•˜λŠ” 양도 λͺ¨λ‘ μ •ν•΄μ Έ μžˆμŠ΅λ‹ˆλ‹€. 제 μš•μ‹¬μ΄κ² μ§€λ§Œ μ €λŠ” μ €μ˜ μž‘μ—… 흐름을 μœ μ§€ν•˜λ©° 즐겁게 μ œμž‘ν•˜κ³  μ‹ΆμŠ΅λ‹ˆλ‹€.

5. 반볡적인 μš”μ²­μ€ μ €μ—κ²Œ 압박감을 μ€λ‹ˆλ‹€.

λ§Žμ€ μš”μ²­λ“€λ„ λͺ¨λ‘ 제 헀어에 λŒ€ν•œ 애정인 것을 잘 μ•Œκ³  μžˆμŠ΅λ‹ˆλ‹€.

κ·ΈλŸ¬λ‚˜ μ €μ˜ λͺ¨λ“  계정에 λ˜‘κ°™μ€ λ‚΄μš©μ˜ 디엠을 반볡적으둜 λ³΄λ‚΄λŠ” λ“±μ˜ ν–‰μœ„λŠ” μ €μ—κ²Œ 큰 뢀담이 λ©λ‹ˆλ‹€.

지속적인 μ••λ°•μœΌλ‘œ κ°•μš”ν•˜λ“― λ³΄λ‚΄λŠ” 디엠은 μžμ œν•΄ μ£Όμ‹œκΈΈ λΆ€νƒλ“œλ¦¬κ² μŠ΅λ‹ˆλ‹€.

6. κ·Έλ ‡μ§€λ§Œ 늘 κ°μ‚¬λ“œλ¦½λ‹ˆλ‹€.

μ—¬λŸ¬λΆ„λ“€μ΄ μ €μ˜ μž‘μ—…λ¬Όμ„ μ’‹μ•„ν•΄ μ£Όμ‹œμ§€ μ•Šμ•˜λ‹€λ©΄, μ΄λ ‡κ²ŒκΉŒμ§€ ν•  수 μ—†μ—ˆμ„ κ²ƒμž…λ‹ˆλ‹€.

μ €λ₯Ό μ• μ •ν•΄ μ£Όμ‹œκ³  응원해 μ£Όμ‹œλŠ” 것은 μ–Έμ œλ‚˜ μ €μ—κ²Œ 큰 힘이 되며, λ‹€μŒ μž‘μ—…μ„ μ΄μ–΄κ°ˆ 원동λ ₯이 λ©λ‹ˆλ‹€.

λ§Žμ€ λΆ„λ“€κ»˜μ„œ μ’‹μ•„ν•΄ μ£Όμ‹œλŠ” ν—€μ–΄λŠ” κ°€λŠ₯ν•˜λ©΄ λΉ„μŠ·ν•˜κ²ŒλΌλ„ 두 κ°€μ§€ 방식 λͺ¨λ‘λ‘œ λ§Œλ“€κΈ° μœ„ν•΄ λ…Έλ ₯ν•˜κ³  μžˆμŠ΅λ‹ˆλ‹€.

순차적으둜 배포될 μ˜ˆμ •μ΄λ‹ˆ, μ‹œκ°„μ„ κ°€μ§€κ³  쑰금만 κΈ°λ‹€λ € μ£Όμ„Έμš”.

제 μž‘μ—…λ¬Όμ„ μ• μ •ν•΄ μ£Όμ‹œλŠ” λΆ„λ“€κ»˜ 항상 κ°μ‚¬λ“œλ¦¬λ©°, μ•žμœΌλ‘œλ„ λ§Žμ€ 뢄듀이 즐길 수 μžˆλŠ” ν—€μ–΄μŠ€νƒ€μΌμ„ λ§Œλ“€μ–΄λ³΄κ² μŠ΅λ‹ˆλ‹€.

μ•žμœΌλ‘œλ„ μ €μ˜ μ°½μž‘λ¬Όμ„ κ³„μ†ν•΄μ„œ κΈ°λŒ€ν•΄μ£Όμ„Έμš”! μ½μ–΄μ£Όμ…”μ„œ κ°μ‚¬ν•©λ‹ˆλ‹€. πŸ₯°


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