Honey Select: Lunafreya (Higher Quality version)
<Final Fantasy 15> [ルーナLuna] ルナフレーナ・ノックス・フルーレ（高品質版）
<Final Fantasy 15> Lunafreya Nox Fleuret (Higher-Quality version)
<最终幻想15> Lunafreya 露娜弗蕾亚・诺克斯・芙尔雷 (高質版)
Initial Release on: 30/09/2020
Free Release on: 30/11/2020
Mod Info Page:
*(links to Tier 3/eventual free release download page; Tier 1, Tier 2, and Tier 2.5 early access Patrons will have their own separate download posts)
(you can use the tags ‘Tier 3’, ‘Tier 2.5’, ‘Tier 2’ & ‘Tier 1’ to locate the respective download pages for your tier benefits)
For October patrons, there are some experimental changes for Patreon rewards this month, which include accelerated early access time, and new voting power; these changes are outlined here:
Vote in October to secure your place to receive the winning HS2 head mod, here:
Non-patrons can preview poll options here:
Lunafreya’s features are pretty much same as the ones from Daemon Girl, these include newer features such as:
Adjustable sliders, LRE compatibility and meta skin compatibility.
This is a complete rework of c002 Lunafreya from scratch. I hesitate to call this mod a 2nd version since I am not really ‘updating’ an old mod, but rather re-doing a character with my newer methods.
I am distinguishing it from the old version by calling it Lunafreya (HQ version), since this mod has a better quality than the old one in terms of 1) morphs (smoother, and more realistic morphs), 2) textures, and 3) compatibility (with LRE, meta-skin, and vanilla makeup)
I think I started my high-poly workflow for characters in my 3rd character, so the old Luna probably wasn’t high-poly, which affects its morphs a bit.
The IDs are different, so it wouldn’t overwrite the old mod. Those who are interested might want to compare the two versions to see how horrible my early work was.
All morphs are different as I am using my custom armature to create the expressions, which allow for better quality and more realistic expressions to be made compared to using the default armature from the game (most game-provided armatures are actually quite limited for posing expressions).
Quite happy with the quality of the expressions this time. Makes my old work look very dated in comparison. Makes me sad that I can’t personally enjoy my old mods anymore though.
Unfortunately, I can’t make HS1 mods be fully-slider adjustable like my HS2 Tifa mod, since I don’t think a plugin like ABMX for HS2 exists in HS1, which allows one to move the eye bone independently without affecting the face.
This means Lunafreya (and Daemon Girl), as well as future HS1 mods from me, will only be partially slider-adjustable (and the eye, brow, and upper cheek sliders will have to be disabled and locked).
Pulled an all-nighter, going to sleep right after.
Costume mod(s) used:
[XeyNiu] HSx016 <Dead or Alive> Night Cage Lingerie
[hankokoli] Final Fantasy XV Lunafreya dress
The Diadem/Hairpin thing that Lunafreya is wearing in my preview pictures is found in head accessory of this mod. It’s ported from Lunafreya’s ending/wedding costume.
The gems on the diadem (and the metal part) are both colourable; it looks pretty nice when the gems are coloured rather than white, but I have to keep the gems white to make it consistent with what the diadem is supposed to look like.
LRE version of the game, if you want the LRE-specific character cards to work (please back up before upgrading to LRE, and before you overwrite the head and body files with metagraphy-san’s Body Deluxe mod)
[metagraphy] Body Deluxe ver1.05
[XeyNiu] HSx018 X.N. 4k skin
[XeyNiu] HSm001 Lip 3 variant (included in the download for Daemon Girl & for Lunafreya, will have a separate page later on)
[Joan6694] HSUS 1.9.0+
(used for hair)
[Joan6694] HSStandard 1.02+
settings for modprefs.ini under the UserData folder:
(basically everything on for LRE)
for the base game (non-LRE) card, everything on EXCEPT for skin:
Although if you know what you are doing, you can use your own settings; but you probably have to adjust skin colour, skin shine, as well as hair colour afterwards.
-Better hair compared to c002 Lunafreya’s hair. This is because I am using a newer method that reduces the amount of layers required for rendering by 50%.
Translation: The newer Lunafreya hair has better performance and loads faster.
That being said, the new hair isn’t compatible with the old c002 Lunafreya character due to a location offset between the two versions’ heads.
-*NEW* added a Lunafreya body reference (found in head/waist accessory), which can be used by those who want to adjust the body to match the character’s original body from the game.
I’ve used this to adjust height and body for characters from c003 onwards. Thought some people might actually make use of the body reference to a better extent than I can, so I’ll probably include it in future mods from now on.
(I’ve done this for HS2c008 Tifa as well, but forgot to mention this feature last time).
-facial sliders are ENABLED,
(see demo gif here:)
Caveat being that the sliders for certain parts of the face (i.e.eyes, brow & upper cheek) have to be disabled due to a technical reason.
The reason is that the ‘eye depth’ slider is needed to reposition the eyes; and that slider also affects the aforementioned facial areas, so I have to remove the weights from these vertex groups.
(There may be a possible solution around this technical issue involving Additional Bone Modifier, but I haven’t tested that yet)
(Anyways this was more like a proof-of-concept and personal conquering of a technical challenge; I personally don’t care about having sliders; I guess you can use it to adjust the elvish ears though)
If you are mucking around with sliders, reset to default by manually typing in 50 for the slider values.
(except for Upper and Lower Ear Shape which default values should be 0);
clicking the ‘reset to default’ button WILL NOT give you the true default values of the custom head.
(This particular factoid applies to all future head mods with the slider feature)
The enabled sliders work quite decently in general; some sliders such as Upper Ear Shape and Lip Thickness may not work that well as those demand a more precise mesh to act as the weight transfer source.
-compatibility with LRE version of the game (use the ‘b’ card)
-compatibility with metagraphy’s Meta Body Deluxe v1.05 (a.k.a. Meta Skin), under LRE environment (use the ‘c’ card)
-compatibility with the base game/4k diffuse version of the game remains (use the ‘a’ card)
-unlocked sliders for expressions in studio that were previously locked to one shape only (i.e. expressions that previously had the same shape for their closed and open variants).
These are expressions 19 to 38 for the mouth, and expression 30 for the eyes.
I specifically picked the shapekeys/morphs pairs that would go well together when one considers the intermediate morphs.
-instead of using a tiled detailed normal map to fake skin details, I’ve took advantage of the detailed normal map from metagraphy-san’s Body Deluxe Mod by using it as the detailed normal map for this custom head mod.
(This was made possible with a precise UV unwrapping of the head mesh)
This means you’ll be able to see the detailed lip bumps and skin detail that metagraphy-san has sculpted (and this works regardless of whether your game is LRE or not)
-smoother mouth movement when talking
(this is enabled by having vertex groups that can be influenced the mouth_move bone, as discovered by Roy in his FFXV Sarah mod; mentioned here: https://roy12mods.com/wp/2019/12/09/hs-sarah-from-ffxv/)
-High poly model improvement
-Separate hair parts (all hair parts can also be found under head accessories;
switch from custom scalp to generic scalp if you are using the hair with a vanilla character)
-Compatibility with all default makeup (eye shadow, cheek, lips etc.)
-Specular options (selectable under ‘facial type: outline’); use the correct ones for your version of the game (LRE V.S. non-LRE)
-Adjustable facial detail level (changeable with slider under ‘facial type: wrinkles’)
(see https://www.pixiv.net/en/artworks/72071242 for gif explanation)
For Lunafreya (or other FF15 characters), it’s recommended to use 50 for in-game use, and 50 to 100 for studio use (adjust to your own taste as desired).