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[Request] Help Editing Hair Mesh


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Posted

Hey y'all, I'm gonna keep this short and to the point. I suck at editing meshes. I've managed with edit part 1 of the custom hairstyle I'm making, which I'll add below. The second part of the hair mashup is much more difficult to fix with my limited skillset. (Believe me, I've tried.)

 

Request: Please delete the portions of the Sky188 hair that are clipping with the other mesh (labeled ElysCustomBangs1) provided below without it looking wonky (like my attempts, lol)

 

Thanks!

ElysCustomBangs1.nif Sky188.nif

Posted

I'm going to pretend you asked: "how can I do this better?" instead of "I can't do it, can you do it for me?"

 

"Believe me I've tried".

 

That word could mean five seconds or six days.  We likely have very different versions of that word.

 

What are you using to make the edits?

 

Are you trying to maintain HDT settings with both? (because the version you left only has HDT mapped in the Sky188.nif, and bones in the Custom nif that have no attached HDT skeleton info).

 

EDIT: Looks like the far simpler and less destructive task would be to adjust the custombangs to flow around Sky188.  Did that and it doesn't look complete shit.  Would need a custom headpart made to work, adding it as an extrapart.

 

EDIT2: Is this supposed to be part of a wig, or a usable headpart?

 

EDIT3: So my ADHD kicked in...

 

Had to modify both meshes to get it to look right.

 

406400021_enb2019_05_0823_01_08_69.jpg.ee8b81d49b94e7075e626131327f1a9c.jpg

 

7z includes: 4 hair meshes (2 hair, 2 hairline), Adjusted XMLS (because the default ones were bouncing off everything), and an esp to use this as a player hair.  Requires KS HDT Hairdos mod installed (for textures and the scalp mesh).  The esp is not dependent on any other mod.

ElysBangs.7z

Posted
23 hours ago, Seijin8 said:

I'm going to pretend you asked: "how can I do this better?" instead of "I can't do it, can you do it for me?"

 

"Believe me I've tried".

 

That word could mean five seconds or six days.  We likely have very different versions of that word.

 

What are you using to make the edits?

 

Are you trying to maintain HDT settings with both? (because the version you left only has HDT mapped in the Sky188.nif, and bones in the Custom nif that have no attached HDT skeleton info).

 

EDIT: Looks like the far simpler and less destructive task would be to adjust the custombangs to flow around Sky188.  Did that and it doesn't look complete shit.  Would need a custom headpart made to work, adding it as an extrapart.

 

EDIT2: Is this supposed to be part of a wig, or a usable headpart?

 

EDIT3: So my ADHD kicked in...

 

Had to modify both meshes to get it to look right.

 

406400021_enb2019_05_0823_01_08_69.jpg.ee8b81d49b94e7075e626131327f1a9c.jpg

 

7z includes: 4 hair meshes (2 hair, 2 hairline), Adjusted XMLS (because the default ones were bouncing off everything), and an esp to use this as a player hair.  Requires KS HDT Hairdos mod installed (for textures and the scalp mesh).  The esp is not dependent on any other mod.

ElysBangs.7z 766.09 kB · 5 downloads

Oh my goodness, thank you! I had meant to reply to you last night when I saw the notification but it slipped my mind! Thank you so much, I hadn't thought to edit the bangs part (which in hindsight, would've been the smarter choice.) I'm using Autodesk 3D Max, which I've used very sparingly, and I haven't touched the program for a few months, which was enough time for my ADD to kick in and forget everything. Thank you for the help! :D

Posted
5 hours ago, Elysianx said:

Oh my goodness, thank you! I had meant to reply to you last night when I saw the notification but it slipped my mind! Thank you so much, I hadn't thought to edit the bangs part (which in hindsight, would've been the smarter choice.) I'm using Autodesk 3D Max, which I've used very sparingly, and I haven't touched the program for a few months, which was enough time for my ADD to kick in and forget everything. Thank you for the help! :D

You're welcome.  I've stumbled with 3DS in the past and honestly, for many tasks like this Outfit Studio is far simpler and exports directly to the correct game format.  Unless you really have to significantly alter a mesh's poly count or make radical adjustments to shape or texture UVs, OS is just better.

 

Because nobody tells you how to make Outfit Studio do HDT:

1) load the base object (Sky188.nif for instance) as your skeleton (under settings).

2) Exit and restart

3) Load the same object (Sky188.nif) are your reference

4) Import (not "Load Outfit") a copy of this to use for yourself (AltSky188.nif)

5) Make whatever adjustments you need to.  If necessary, import another shape to use (Sky208 or whatever) to help with alignment, but you are only going to be able to successfully export a single shape, so work on one at a time.

6) Delete any shapes other than the one you are working on and export it to your copy (AltSky188.nif)

7) Make a copy of Sky188.nif (the original with working HDT)

8 ) Open both the copy of Sky188.nif and your AltSky188.nif in Nifskope.

9) In AltSky188.nif, "Copy Branch" on the NiTriShape with your hair in it.

10) "Paste Branch" onto the NiNode (usually "Scene Root [0]") in the copy of the working file.

11) "Remove Branch" the original hair in that file.

12) Save as whatever you want.  Should work in game now.

 

Best wishes!

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