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PLEASE anyone can finish tail for use in the game ?


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Posted

Here.  It will need textures and I only used one of the obj files to make the tail.  Several were way too big(number of verts) and the others didn't look as good.  I can't make textures, haven't learned how to make them look halfway decent.

smilodontail.zip

Posted
13 minutes ago, wishnot4 said:

Here.  It will need textures and I only used one of the obj files to make the tail.  Several were way too big(number of verts) and the others didn't look as good.  I can't make textures, haven't learned how to make them look halfway decent.

smilodontail.zip

 

The tail should use tail texture from khajiit textures. I appreciate your efforts, but the tail does not work properly.  It has the wrong dimensions It looks more like a fox tail.

 

 

 

enb 2018_07_28 10_12_28_11.jpg

Posted
1 hour ago, 27X said:

64K is the limit for nitrishape

I think some of the files in the archive were high-poly sculpts meant for normal baking, so chances are their polycount was way over that limit.

Posted

I didn't actually dl them, but to clarity it's 64K  per nitrishape, and yeah if they're mudbox or maya bakes then they're probably over that.

Posted

The tail's can't use the khajiit textures because I had to make the UV's for it myself.  And I didn't feel like taking the hours it would have taken me to reshape them to match the Khajiit's.  On the shape, I only scaled it up to better fit the size of the Khajiit tails.  Don't know what it's supposed to look like, I assumed a fox tail because of the way it was modeled.

 

Edit: If it is supposed to be a stubby tail like in the second picture, then why not just take the existing vanilla tail and cut it down.  I could do that in much less time than it took to work with your tail.  No offense intended. 

Posted

Try these meshes. Maybe I will use them as optional in a future version of Khajiit Overhaul.

 

I reused the quad version of the Khajiit tail from KO, deleted loops, re-applied UVs, morphed the shape, adjusted the shape from the old short tail, then triangulated it. The high poly mesh for normal baking was also slightly reshaped.

 

The UVs are the default Khajiit tail shape, not your old version of the short tail. Textures might need some editing.

 

I don't use Skyrim modding tools other than BSA Browser and NifSkope for exporting, so you will need to wait for Blaze69, or someone else will need to make it game ready for you.

 

Khajiit Short Tail.7z

Posted
6 minutes ago, NightroModzz said:

I don't use Skyrim modding tools other than BSA Browser and NifSkope for exporting, so you will need to wait for Blaze69, or someone else will need to make it game ready for you.

I'm out of the game at the moment, so if @wishnot4 is willing to give it a shot like he did with the previous mesh above, that'd be best. Otherwise, I'll see what I can do once I get back to my modding-capable rig, but no promises.

Posted
4 minutes ago, Blaze69 said:

I'm out of the game at the moment, so if @wishnot4 is willing to give it a shot like he did with the previous mesh above, that'd be best. Otherwise, I'll see what I can do once I get back to my modding-capable rig, but no promises.

Lol, yeah. What I mean to say was "so you will need to wait for Blaze69 until he's back in September," but believe I already mentioned your absence to Poblivion in a PM.

Posted

Ok, no one said whether or not that the tail is supposed to be stubby. I still had to adjust the UV's but they match the texture better now.  But before I go to the trouble skinning it, I need to know, is it the size that you all want.  Because it is very small.

tailsizes.PNG

Posted
9 hours ago, wishnot4 said:

Okay, then how's this. 

smilodontail.nif

The shape at the seam seems to have changed, but guessing that it was an attempt to fix it to the skeleton. Although, it's not visible. Other than that, you seam to have changed the depth. There is a small gap that would be visible with a low body weight, or other words, the Body_0 mesh. You would need xNormal for that, and after UVs are tweaked.

 

Spoiler

bb0b66842b672e4e5b3d82d567112505.pngda3cb08e6e25c71ae18ad11f531431b8.png

 

10 hours ago, wishnot4 said:

But before I go to the trouble skinning it, I need to know, is it the size that you all want.  Because it is very small.

You mean the UV size? Poblivion would need to answer that, I don't really care about it at the moment. If you want, you can make the UVs any size you want, give it a flat matching color, and let the normal maps made from the high poly mesh do it's job.

Posted
1 hour ago, NightroModzz said:

You mean the UV size? Poblivion would need to answer that, I don't really care about it at the moment. If you want, you can make the UVs any size you want, give it a flat matching color, and let the normal maps made from the high poly mesh do it's job.

I think he meant the actual size of the tail mesh with respect to the body. Seems like wishnot thought at first that it was something like a fox tail but it was improperly sized (too small), judging by the pic in poblivion's post above.

Posted

tailattachedmail.PNG.93b36e5ffbf7451a52a014c9819a8fec.PNGOkay, I'm not sure what you are talking about.  The tail fits perfectly to the low(zero) weight body.  The textures aren't great but I've already said I'm no good with them. Also, I didn't do anything to the seam other than line it up with the vanilla tail to apply the skinning.

Posted
3 hours ago, wishnot4 said:

Okay, I'm not sure what you are talking about.  The tail fits perfectly to the low(zero)

Maybe not all the presets, but the top vertex when viewing the Bathsheba body_0 preset in Zbrush,, it does stick out. You can see it in the image I provided. You might want to make it deeper just in case.

Posted
5 hours ago, NightroModzz said:

Maybe not all the presets, but the top vertex when viewing the Bathsheba body_0 preset in Zbrush,, it does stick out. You can see it in the image I provided. You might want to make it deeper just in case.

Might want to make sure that it is so in game before messing with it in a 3d program.  From personal experience there is often a gap in the modeling program that isn't there in the game.  If you try to compensate for it before testing, then you end up with the mesh clipping through in weird ways.

Posted
1 hour ago, wishnot4 said:

Might want to make sure that it is so in game before messing with it in a 3d program.  From personal experience there is often a gap in the modeling program that isn't there in the game.  If you try to compensate for it before testing, then you end up with the mesh clipping through in weird ways.

Most of the tail already clips through (mesh-wise). Zbrush is more accurate than most other 3d programs (likely all, and preserves the position on import and export unlike Blender), and depends if normal maps/textures has already been made and blended for it, as well how you stretch the polygons. If already made, then a minor gap won't be visible, but from experience from editing bodies in Bodyslide, custom morphs will create gaps on limbs, and the tail is no exception which is why the tail mesh is usually sunk in to a degree (in this case, just the upper half of the seam needs to sink in more).

 

Even if for some odd reason there is no gap on the Bathsheba body, it will still likely be an issue for other bodies. Since no texture work has been done yet, it's better safe than sorry. It's a necessary precautions because tails aren't set up to morph with the body mesh.

Posted

@NightroModzz, I have to say that it's true that sometimes the mesh placement in NifSkope and/or 3D programs via OBJ export doesn't actually correspond to the final position ingame. Tails are notorious offenders at this for some reason (probably due to the way tail bones and their animations are set up), though there are more of them.

 

Also Blender does keep the position just fine on import and export, not sure where you would get the idea that it does otherwise. Chances are the precision of the placement data isn't as high as Zbrush's own (because it has less decimal places or whatever), sure; but if you don't change the placement yourself, Blender doesn't do it on its own either.

 

Only thing that may affect placement is using NifSkope for OBJ export instead of Outfit Studio, as NifSkope does apply a 10x scale on export for some unknown reason; but since it's just a scale modifier, it can be easily countered with a x0.1 scaling afterwards.

 

Having said that... @wishnot4, it's also true that some bodies can be pretty skinny as Nightro said, and it wouldn't be the first time the end of a tail doesn't clip properly into a body and is visible on lower weights, so moving the last loop inwards a bit wouldn't hurt. Better safe than sorry.

 

Then again, it is a trivial edit any of us can do just fine if need be, so you don't really need to edit the file again yourself if you don't want to.

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