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Widowbutt (Nude Widowmaker) - Overwatch

Warning: BETA content

This file is marked as "BETA" which means that the contents might be unfinished, outdated or incompatible with the most recent version of Source Filmmaker.

18+ Warning

This file contains adult content! By downloading this file you agree that you are at least 18 years of age and wish to see such material.


I actually released this yesterday on my Tumblr, as an experiment in subtle releases. However, I feel it was a bit too subtle. So this release is far less so.

From the included text file:



  • This is an EXTREMELY early build of Widowbutt.
  • The pussy/anus flexes are absolutely NOT final. They are exported to 300% capacity, meaning that a value of 0.33 is how far they're actually meant to go. I personally recommend you not worry about the pussy/anus, and just treat them as if they were textured - we're all used to clipping cocks through textures, so it's nothing new.
  • She has a nasty seam on the back of her head, and she is currently missing her arm tattoo. Her body texture is also a bit too realistic for her face. I am hoping to resolve all of these with the final build.
  • I have plans to have the final version of Widowbutt be a complete dress-down, from her vanilla outfit down to pussy-and-breasts exposed to fully nude. This isn't a promise.
  • No rigging is final.
  • If you find problems with her, other than the ones noted here, please feel free to email them to me at lordaardvark@outlook.compiling
  • For the record, I still don't like Overwatch, its characters, or its cartoony aesthetic. The entire time I was working on Widowbutt, all I could think of was Tallboys ( ). I just did this because it felt like the right thing to do.

And then as an addendum, things I feel of particular note:

Ordagon and I are trying to figure out what's going on with the pussy-anus mesh.

When it was originally built, flexing at 100% was about to take Shaotek's Ultimate Male Redux Built model's with a scale 0.118. Now, flexing at 100% is barely about to fit that same mesh scaled to 0.078.

We have some theories as to the cause of this, and we are actively investigating how to resolve this.

Some people are also wondering why I built Widowmaker, because I am very vocal with my dislike of Overwatch. The answer is mostly three parts:

The first part is that I felt that Widowmaker's super exaggerated features (short torso, huge hips, super long arms and legs) would be a great test of the Daz Morphs used to build this model. It was, and the Daz Morphs behaved extraordinarily well. The only sculpting I really had to do was lifting her ass up, because Widowmaker's canon pose is similar to Resident Evil, where the ass is somehow a fair ways higher than the groin.

The second part is that I know people have been wanting a nude Widowmaker, especially after Ellowas teased off his own and made it clear he would never release her. I am very vocal about my opinion of publicly-teased-but-privately-held models, and so I built this in part as a sort of "Well fine, if Ellowas won't give us his nude Widowmaker, then I'll just make one myself!" sort of thing. That being said, I hold no ill will toward Ellowas himself - I may personally find his practice of holding models back so he's the only one that can use them selfish, but he did still release the half-nude Widowmaker, whom I ported some time ago and whose face and tattoos I included. Thankfully, he did release Widowmaker's fully nude textures, and so I was able to grab the tattoos that are visible on his own nude Widowmaker.

And the third part is an entirely selfish and petty reason, and I fully acknowledge it as both: I wanted to release a model that is both in popular demand and isn't using the CBBE body, as a middle-finger to the people who constantly bitch and whine about the CBBE body. :jew:



That is something I will accept. As you can see, I fitted Ellowas' Widowmaker. I imported in the original Widowmaker rip, from Rexx's OneDrive, and gave a quick look-over. It looked correct, but I didn't look hard. If the Widowmaker FBX still looks the same, I will decompile the Workshop Widowmaker and fit her. In the future, though, I would appreciate you being so quickly and outright hostile. I don't care what your opinion of me is, but I ask you don't let that cloud your judgment of and individual releases and lead to you jumping to assumptions. As to the human skin, I have been asked that by a few people. The next update, with the proportion changes, will include that as a skingroup.

LordAardvark posted 3 years, 4 months ago


I see you didn't include phong masks for the skin. Or anything for that matter.

Soul posted 3 years, 4 months ago


Nope. The FBX export from Daz only packaged the diffuses and the speculars, and I personally don't care for using speculars for exponent textures. I'm not a texture artist, and so the normals were just generated with the NVidia Photoshop plugin. If someone else wants to build proper normals for her, that'd be great. But it's not exactly essential to me.

LordAardvark posted 3 years, 4 months ago


The phong mask is the specular texture. It typically goes into the alpha channel of the normal map.

Soul posted 3 years, 4 months ago


"I am very vocal about my opinion of publicly-teased-but-privately-held models" Those kinda people are only losing popularity by doing that, not gaining it. Thanks for the model LordAardvark!

samork posted 3 years, 4 months ago


Well, again, I don't much care for phong masks, but I will keep that in mind and include skingroups that utilize the phong masks in the next update. Thank you for sharing the information. I also intend to dig through the Daz files and find the normal maps. I'm certain they exist somewhere, even if they're not on export. I just wanted to get her out and usable as quickly as possible. Give people something to work with as I refine her.

LordAardvark posted 3 years, 4 months ago


CBBE some body is un-realistic like to big or something i never use DAZ body in skyrim but it's look great for this model Thank you for upload this

kurofish posted 3 years, 4 months ago


Way to stick it to the guys who wave cool models around and never share them. They are only stifling the growth of what is already a very small community of sfm animators.

gunther72 posted 3 years, 4 months ago

![enter image description here]( "enter image title here") hue

Hambeast posted 3 years, 4 months ago

@LordAardvark, I could be off base, but yes, the normal maps for the daz bodies generally exist in the base folder for the texture set that's being used. Back when I was regularly messing around with exporting Daz to Blender for rendering, there were certain textures (mostly normals and some specular) That would never get exported along with the model, and I would have to track them down. If you go into the surfaces tab of Daz Studio, and go into the settings for the torso or something, and find the texture you need, then click to change it and hit 'Browse' should take you right to the folder that it is currently using for the textures, which will let you know where they are at so you can grab them. Hope that helps.... and Great work on the port! Thanks!

MasterAaran posted 3 years, 4 months ago

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