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106 total results found

Scrolling Image Overlay for Gear Items

General Mod Creation

This guide is an expansion of the work done by Bacara, Cordia Qoet, Mimi, Nylfae, and Cultist from the following guide. Without their original work this would not be possible. I created this guide to give a deeper breakdown of the steps in that guide. https:/...

Intro to VFX Modding

General Mod Creation

Series to help people learn VFX Modding through VFX Editor who have never done modding before.  Part 1: https://youtu.be/s56ZNF3bJzE

Skirt Physics

MMD to FFXIV Guide Chapter 6 : Q&A, Physics , etc.

If you have made it this far…. welcome to the pits of skirt physics hell (mostly joking). FFXIV skirt physics is a bit of a pain to deal with. To achieve flowy skirt physics like you see in MMD videos, you ideally need a lot of skirt bones to work with. MMD S...

7.0 Colorsetting Guide

General Mod Creation

This guide covers how to colorset and what material shaders do/don’t work on gear. It’s an attempt to explain all the new additions to Dawntrail, especially with how to get the cute metal/glass/velvet looks.  Most of this guide is written specifically for Pen...

7.0 Mashup Walkthrough

General Mod Creation

Intro Installing TexTools https://www.ffxiv-textools.net/ https://discord.com/invite/ffxivtextools  To start, grab the TexTools download from the site. It’ll have the most recent version for it, but you can also join the discord if you’d like to ge...

Why is the vert count not the real vertex limit? (the basics)

FFXIV model Vertex limit

This guide is currently being updated for Dawntrail, however It is being posted as-is for archival purposes until updated. The general concepts are still correct. This document was originally created by Kora, and was updated by me to account for penumbra's ex...

Extra notes (and dawntrail notes pre-reformatting)

FFXIV model Vertex limit

This page contains extra notes and things you should be aware of, that don't cleanly fit into the main page. glTF stores vertex data in the format expected by GPUs for faster loading / viewing in engines. This requires splitting shared per-face normals and UV...