High Poly Feet and Hands for UNP Bodies

High Poly Hands and Feet

I made these weeks ago, and I’ve been testing and tweaking them ever since. Basically, I was tired of my hands and feet always bending in weird ways, and I was also tired of them always being so damned pointy, so I decided to fix both of thoe things in one go. As the title implies, they’re high poly, so if your machine is particularly low end, I don’t recommended installing them. They mostly for people who are into cosmetics improvements, or screenshooting with characters.

These work exceptionally well for poses.

One little note. The toenails look a bit weird in some lights. You can fix this by flattening the normal maps on your _msn file. I didn’t want to force people into using special resources for my toenails, so I simply mapped them to the regular UNP positions. That’s why they take on a slightly odd look.

Download | Screenshots

Edit: Just for those of you who know how to put them to use, I baked some normals and speculars that will make your toenails look all nice and flat, and also glossy: Download

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  1. insane404 May 31, 2014 1:56 pm  Reply

    what textures are you using? the ones in the pitcutres dont have the bad texture nail placement all unp texture does

    • Halofarm May 31, 2014 2:09 pm  Reply

      For which? The hands? I’m pretty sure those are just an edit of vanilla UNP textures.I don’t remember fixing the nails, only the knuckles, so the normal UNP one should work fine. If it doesn’t, I don’t really know what to tell you. I definitely didn’t fix anything.

      • insane404 June 1, 2014 3:09 pm  Reply

        im asking because the regular UNP textures and most based of it
        use a custom texture but they keep using the vanilla normal maps or at least based of it so when you look at the hands there is a big mismatch ending up with the nails where the finger articulation should be, but the normal maps look fine. this is an example of what happens with all unp based textures


        but in your screenshot such mismatch does not exist, that was the reason of my question

        • Halofarm June 1, 2014 3:57 pm  Reply

          Oh… hrm. Maybe I did fix them then. You can get them from the UNPCM base textures, if you want to give them a try. I didn’t realise I’d fixed any nails though, and I definitely didn’t mess with the UV map. I must have fixed the texture.

          • insane404 June 1, 2014 4:34 pm 

            yeah, what causes that is not the uv its the actual texture, letme check the textures you mentiones ill give them a try :3

  2. pringles89 June 26, 2014 7:56 pm  Reply

    Thank you Halo! These are almost perfect, just notice a very slight seam from certain angles.

    • Halofarm June 26, 2014 11:18 pm  Reply

      Which UNP body are you using? Some of them don’t quite line up with the vanilla seams. I would hope it’s not causing you trouble with UNPCM. I am pretty sure I have never seen a seam with UNPCM.

  3. BTN2K3 December 1, 2014 10:26 pm  Reply

    Howdie… long time lurker, first time poster…

    I would like to request the use of this package (high poly hand and feet) as base for hands and feet in the Body Slide 2 add-on that I’ve recently put out on Nexus and Loverslab.

    Simple version: I want to add hands and feet to Unified UNP!!!

    Background: Unified UNP is an add-on package for Body Slide 2 that allows users to create UNP bodies from CBBE shaped armors/clothing.

    Now, I prefer using your high poly hands and feet over the regular unp set, as well as over the UN7B set that breaks the beast races…. but that is for my own personal use.

    What I want to do is to create 2 new sliders sets (one for hands and one for feet).
    And have your high poly hands and feet as the source (as well the output).

    Extra info: Bodies that Unified currently outputs in are most of the UNP shapes (including UNPC, UNPCM, UNPK, UNP, UNPB, 7Base, Bombshell, UNPB Oppai, etc etc etc).
    Most of those bodies use a standard high and low for the hands and feet.
    But some are special like Top Model (which uses the 0 for both high and low) and Bombshell (which uses the 1 for both high and low).

    I just want to make Unified into a better package by being able to generate hands and feet as well as the base body.

    Nexus Link: http://www.nexusmods.com/skyrim/mods/59946/?

    I’ll stop rambling… thanks for your time

    • Halofarm December 2, 2014 9:53 am  Reply

      lol, you could have just asked “Can I use your hands and feet for a thing?” and I still would have said yes. They’re free to use. I made them main UNP compatible just so as many people as possible can use them. I’m more than happy to lend them to Unified UNP as well. Go for it.

  4. BTN2K3 December 2, 2014 1:48 pm  Reply

    I figured it would be best to properly explain…

    Anyhow… Thanks

    I’ll start on it within the next day or two.

  5. BTN2K3 January 22, 2015 3:55 pm  Reply

    Could I possible talk you into redoing the hands and feet.

    Mainly double the vertices on the hands wrist seam, and double the vertices on the feet’s ankle seam.

    The Base body I use for Unified started life as a 7B Bombshell body. Which has double the Verts at the wrist and ankle. And I’m running into issue’s where the wrists and ankles on the body have a more curved design then what your hands and feet can handle.

    I noticed the vertices rings one level beyond the seam’s have the higher amount, but for the vertices ring for the seams you cut them in half (probably to better match up to the base UNP body at the time).

    One other question I have been meaning to ask is:
    Why are the finger nails meshes only the nail tips instead of the entire nail?
    The Toenails are the entire nail which look great, but the finger nails mesh is just the nail tips???

    Anyhow I do love your hands and feet… Thanks for letting me use them in Unified UNP’s Bodyslide toolset.

  6. Halofarm January 22, 2015 4:13 pm  Reply

    Well, the hands were made to fit base UNP and its variants, which all use the vanilla vert positions for the wrist seams. That’s why it has less verts, to match vanilla vertex positions as most UNP body types do.

    The nails are just the tips because of the base mesh I was using. The feet have a special setup for separate nails, the hand UV map does not, therefore what was more practical on the foot UV was not on the hands. The tips are still separate, however, for anyone who might want to employ the meshes for gloves, or who just don’t want long nails.

  7. BTN2K3 January 22, 2015 8:41 pm  Reply

    Is there a simple way in 3D max to add vertices to the seam and link them to the vertices ring below?

    What can I say I just like the higher vert count in the seam to allow for a rounder wrist…

    Oh and I looked at the 7b bomb hands finally in nif scope… uh, the wrist has the vert count to match the wrist on the body, but the rest of the hand is a low vertices/poly setup…

    • Halofarm January 22, 2015 9:14 pm  Reply

      No idea. I don’t use max.

      The 7b hands are just usual low poly ones with subdivided seams to make them match the higher poly count of the body, which was only necessary since the wrists are a different size from standard hands.

  8. Clueless February 5, 2015 12:03 pm  Reply

    Maybe a stupid question, but where to put the nail png’s to get them to load in game?
    Only used to dds textures and zips with folder structures already done for you.

    • Halofarm February 5, 2015 3:09 pm  Reply

      You don’t. Those are for advanced users who know how to work with photoshop and textures. It won’t make a lot of difference in-game. I wouldn’t worry about it too much.

  9. Frank Berndt October 20, 2015 5:15 am  Reply

    can you tell me, how to use the nails texture you have released in High Poly Feet and Hands for UNP Bodies, please. The meshes are easy, but … I am just a gamer or user and have no knowledge in Skyrim modding, sorry. I would be glad about a answer. Thanks.

    • Halofarm October 20, 2015 2:15 pm  Reply

      They’re for people who know how to use photoshop or GIMP. They need to be placed onto your existing textures.

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