Silvist Posted March 3, 2013 Author Posted March 3, 2013 @Cyndi - Yeah I realize what you mean. Â The main reason I use weld is to prevent tearing, especially when i'm doing any deleting or massive tweaks. Â Though if you weld, you don't have to use smoothing to export. Â Again another trick I learned from Acdale. Â The only thing I've run into recently, which freaked out 3ds max...was mirroring. Â I do a ton of it. Â This time, it did odd things...like making the object I mirrored half transparent lol. Â I run a rig with 16 gb of ram, so no excuse for running out of memory. Â I agree that some stuff you weld screws them over very badly, and its really annoying. Â Specifically smaller vert counts, tend to hate it. Â My biggest issues is stuff like this: Â Â Â Â If you notice the first buckle on the chest armor is super deformed. Â I'm not sure what's causing that. Â The only modifier I've used besides the uvmapwrap is the push modifier. Â Its awesome for forcing stuff to conform properly. Â Â Also here's how the armor above looks in 3ds max: Â Â Â
Cyndi Posted March 3, 2013 Posted March 3, 2013 If it's just doing that in game.... Is the buckle part of the vests mesh? Â If its separate, or can be detached, I would try going into the envelops and clicking the rigid box on just the buckle. It looks a lot like something is pulling on only the top half of it. Â Either that or pull a "dare to compare" on the pre and post export uvmaps. iirc the uv map is hiding under mesh (right clicky the tri) in nifskope for some reason (you probably already know that). Maybe 3ds did that thing that 3ds does when you don't want it to do that thing there....Â
Silvist Posted March 3, 2013 Author Posted March 3, 2013 @Cyndi - The buckle is part of the vests mesh.  If it was originally, I believe so as well.  I can try to detach it, and give that a go.  Thanks for the tips, I'll let you know how it works out.   In case everyone is wondering, I was trying to get the hide/scale/horned, and studded out.  Ran into a couple complications after to testing.  Though that's currently what I'm working on.  More to come ;p  Edit:  What the heck?!?  The buckles actually are separate...this is the first time ever I've seen on a vanilla mesh that there is actually depth behind another object!!  Wow I'm in shock...
ShadowGearX Posted March 3, 2013 Posted March 3, 2013 no rush, im so happy with the hunting grounds outfit IDK if ill ever stop playing skyrim lol Â
Cyndi Posted March 3, 2013 Posted March 3, 2013 It just occurred to me... If there isn't anything "behind" the buckle, you'll get holes, almost like tearing with it rigid.... hmmmm, detach clone then re-attach blend out the re-attached parts texture to what's around it, then make the cloned new buckle rigid? Â Edit: Â Reads ninja edit: Â I call bs on a vanilla mesh with depth and something behind it.
Silvist Posted March 3, 2013 Author Posted March 3, 2013 @Cyndi - There is something behind the buckle! Â That's why I'm so shocked, in most cases there is nothing. Â Â I tried to just detach the buckles, and make them completely separate, weighting and all. Â The result was the exact same deforming. Â Though I did manually remove bones on the skin. Â Meh, this is annoying. Â Even with the buckles remove, that part of the armor still deforms. Â I had the same issue with the thief guild armors, till I used CT77. Â His looked identical, so I just used asianboy's. Â I have a feeling that the more meshes are "manipulated" in 3ds max, the more errors can occur lol. Â
Cyndi Posted March 3, 2013 Posted March 3, 2013 Definitely try the rigid box then. I think you need to select all of the vertexes of the piece first though, through the edit envelopes select vertexes checkbox thingymawhatsitthatdoesthatthingthere. Then the rigid thing should be right around where it says absolute effect. Â Â Edit: that should, (at least it seems to from when I've used it) give all those verts the same relative weights, so they move like a rigid object instead of like a fabric.
Silvist Posted March 3, 2013 Author Posted March 3, 2013 @Cyndi - You talking the bhkrigidbodyModifier?  When you say edit Envelopes..all the comes to mind is the button on the skin modifier ;p  Edit:  Due to the rest of the area around the buckles deforming, I'll probably just redo the entire thing.
Cyndi Posted March 3, 2013 Posted March 3, 2013 @Cyndi - You talking the bhkrigidbodyModifier?  When you say edit Envelopes..all the comes to mind is the button on the skin modifier ;p  In the skin modifier, clicky edit envelopes, then the vert checkbox, select all of zem, then scroll down a bit and right around absolute effect there should be Rigid with a clicky box.
Silvist Posted March 3, 2013 Author Posted March 3, 2013 @Cyndi - By the time I could find that..I already redid the entire mesh using CT77 as a base lol.  Though if this has the same result, I will try your method.  The only diff this time is I didn't use weld...since it has caused me issue before (specifically with vanilla bs meshes).  Regardless I appreciate your help.  I may be used to doing mesh work, but by no means an expert at doing it..or using 3ds max.  I just learned exactly what I needed to know to do it lol.  What's really odd is i NEVER have this problem on custom meshes ever.  I even use the deform tool, and have no issues.  Though vanilla just does a nerd rage each time I try something new lol.  Edit:  ROFL...it still deforms..but now differently.     Not sure if you can see, but the upper strap far left is deformed.  Like its bend upwards randomly...  I'm trying your method right now.  I think I've selected all the verts, using the elemental selection.  I chose the absolute rigid box.  Anything else I have to do to assure its effect?  Any application, or exclusion?  Or it already knows?
Cyndi Posted March 3, 2013 Posted March 3, 2013 @Cyndi - By the time I could find that..I already redid the entire mesh using CT77 as a base lol.  Though if this has the same result, I will try your method.  The only diff this time is I didn't use weld...since it has caused me issue before (specifically with vanilla bs meshes).  Regardless I appreciate your help.  I may be used to doing mesh work, but by no means an expert at doing it..or using 3ds max.  I just learned exactly what I needed to know to do it lol.  What's really odd is i NEVER have this problem on custom meshes ever.  I even use the deform tool, and have no issues.  Though vanilla just does a nerd rage each time I try something new lol.  Believe me certainly no expert either. It's probably just the weights going screwy over the pelvis, spine1, spine2 and spine0.   If all else fails skinwrap the top to a bouncing bodice (seems to work the best for me, but I mostly deal with clothes) or something else that covers from  about the belly button to underboob without deforming. That part of the body just seems to be an evil evil place for deforming stuff.  Edit: quit editing your post when Im posting! grrrrrrr lol.  Just don't put anything in the absolute effect box (that will put a weight for w/e bone is selected). You just want a check mark for Rigid.
Silvist Posted March 3, 2013 Author Posted March 3, 2013 @Cyndi  - Sorry my apologies, I just kept remembering things I forgot to write.  Alright so, my screen shot was crap..dam enb is pissing me off.  Some reason my shadowing is all messed up...*sighs* guess I'll have to mess with enbseries.ini later.  Regardless, even after the rigid was applied it still caused the same thing.  Though I may try to just rip off the buckles on this new mesh.  I tried to get as close in as possible so you could see exactly what its doing.   Â
Cyndi Posted March 3, 2013 Posted March 3, 2013 Weird, rigid even worked on my tail mod  (made equipable tails out of lilith's sickle, and obliterater parts).  *shrugs* I'd offer to take a look but.... Imma go to sleep xD
Silvist Posted March 3, 2013 Author Posted March 3, 2013 @Cyndi - Again I appreciate your help!  I'll give this a couple more tries, then its off to eat npcs as a werewolf lol
ShadowGearX Posted March 4, 2013 Posted March 4, 2013 how can you be so heartless?! The NPC's are innocent! Â
Silvist Posted March 4, 2013 Author Posted March 4, 2013 @ShadowgearX - They are just talking food to me....lol.
llab Posted March 4, 2013 Posted March 4, 2013 This is great stuff: MAK for unpb + for dlc. If pos, sliders would be great too to fix the neck mesh gap. Â Â
Silvist Posted March 5, 2013 Author Posted March 5, 2013 @llab - Sliders are coming, soon as I finish up the vanilla armors. Â Then I plan to go back and make them all slider compatible. Â Honestly I just have to compare the diff of unp to unpb when it comes to the zero weight. Â Depending on the results, it could be much much faster
friki987 Posted March 6, 2013 Posted March 6, 2013 I figured out how to make them work for me. I simply followed the steps carefully, and with the proper skeleton and animations. Now I'm using this armors for all my game. Â There are still minor clippings when running, and the neck seam, but otherwise, I love to see girls wearing them. Specially my Character.
bigdawg78 Posted March 7, 2013 Posted March 7, 2013 An easy way to make this a standalone is to download Mak's original and then open up the UNPB archive from page 1 of this thread and rename all the files with a '000' in front of them. Then extract on top and you now have a standalone version rather than replacer.
friki987 Posted March 8, 2013 Posted March 8, 2013 Here is a suggestion. (If that can be done) The Nordic Carved Armor http://skyrim.nexusmods.com/mods/31930 Â
Skull Tyrant Posted March 8, 2013 Posted March 8, 2013 Here is a suggestion. (If that can be done) The Nordic Carved Armor http://skyrim.nexusmods.com/mods/31930   OMG YES! please do use that
Silvist Posted March 9, 2013 Author Posted March 9, 2013 Yeah I was taking a look a doing that after it was first released. I'll get to it, don't worry lol. As I've said before Acdale's skill are top tier, he shapes armors like that of a sculptor. I only wish I was half as good as him, and I'm honored that he took the time to teach me back when I first started to mod. Â Â That was the whole reason I exclusively only modded in the beginning the Adec type body. Since he created it. Though his body is very unique, and I found it extremely difficult to shape to it the way I wanted. Perhaps someday when I'm skilled enough again, I'll try and do some more armors for it. Â Â In the mean time unpb, is my current body of choice. In terms of converting cbbe, unp, and Adec to unpb; I found it quite easy. Â For any of you looking forward to the weight sliding I'm currently working on for all the armors. Check out the two I've done for Adec on the nexus if you want to see good examples.
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