Jump to content

Almost finished my sexy armor. One texture problem remaining


Cyric

Recommended Posts

Posted

Hi

Ive been trying to build my first Skyrim armor recently. 

I just made the larger version so it will scale with larger body types (armor_1.nif) but there seems to be a seam that shows up on my characters right buttock :o

This seam is like a a cut that allows the player to see through the mesh. 

The whole thing looks fine on the smallest or largest body, but anywhere between and I get that annoying cut/seam on the mesh.

Also, the front/bikini bottom part of the mesh seems to be pulling to the right for some reason, when it should be centered. Im sure the two problems are linked.

Does anyone know how to fix this?

I am using the UNP body, Blender 2.49 and Nifscope for the mesh and GIMP for the texture.

Pics below...

 

Thanks :)

 

2013-03-19_00004.jpg?t=1363632080

 

2013-03-19_00002.jpg?t=1363632074

 

armor_0Weight.jpg?t=1363659047

 

armor_0ObjectMode.jpg?t=1363659045

 

 

 

 

post-139862-0-14796300-1363632390_thumb.jpg

post-139862-0-15037000-1363632398_thumb.jpg

post-139862-0-70970700-1363660159_thumb.jpg

post-139862-0-14870100-1363660182_thumb.jpg

Posted

Is it on the body when armor is off or just when you have it on? Might be something with the texture file the mark isn't dark and you can't see into the player so it's not the players textures it must be on the armor somewhere maybe a piece of the texture file that didn't get snipped or something that got snipped that shouldn't of.

Posted

The seams around the pelvis usually aren't welded and the outfit pulls to the right (from behind) probably because they have more weight/vertices influencing the mesh to the left thigh than needed. Putting those verts where the opening is to 0 weight for the left thigh will likely fix the problem, as for the swimsuit it might be the same thing.

Posted

Is it on the body when armor is off or just when you have it on? Might be something with the texture file the mark isn't dark and you can't see into the player so it's not the players textures it must be on the armor somewhere maybe a piece of the texture file that didn't get snipped or something that got snipped that shouldn't of.

 

 

Nah. Once I take the armor off, the "cut" disappears with it. While I cant see into the player, I can see through her. She basically has a hole in her ass. lol.

The UNP body has 5 texture files. Maybe I shouldnt have allocated them all to both body sizes (armor_0 and armor_1) in NIfScope? Im not sure what body tex files are relevant to what body size though.

Posted

The seams around the pelvis usually aren't welded and the outfit pulls to the right (from behind) probably because they have more weight/vertices influencing the mesh to the left thigh than needed. Putting those verts where the opening is to 0 weight for the left thigh will likely fix the problem, as for the swimsuit it might be the same thing.

 

Well, the armor isnt symmetrical (due to noob Blender skills). One side will surely have more verts than the other.

I havent allocated weights manually in Blender before, but after reading your post and checking weight mode, I may have to.

All I did before was select all the armor vertices and allocate them to BP_Torso. 

Half the suit is red and half is black, which to me, looks consistent with my in-game texture problem.  

Does the diagonal angle of that dotted line mean anything? That has me worried too.

The new screenshots I attached, apply to the armor_1 Blender file too.

 

Thanks guys

 

armor_0Weight.jpg?t=1363659047

 

armor_0ObjectMode.jpg?t=1363659045

Posted

Upon further inspection, it seems that Ive stumbled across a variation of this Blender bug.

 

http://projects.blender.org/tracker/index.php?func=detail&aid=33068&group_id=9&atid=498

 

The left strap is completely un-editable in Weight Paint mode.

Whilst I can allocate those vertices associated with the left strap to a vertex group (and Blender indicates they have been allocated), its only when you go into weight paint mode, that the horrible truth becomes evident. That is they havent been allocated and they CANT be allocated. The left strap is perma-blacked out in Weight mode. 

That must have been why the mesh was lop-sided.

The link to the bug I posted talks about Mirror and Armature modifiers. That left strap was originally duplicated from the right strap, so it must have bugged out somewhere there  :(

At least now I know. Thanks for pointing me in the right direction guys.

 

Posted

Did you try exporting the swimsuit model as an obj or 3ds and reimporting it? You may just need to do that and you should be able to reweight if you don't want to go  the 3ds max route. I'd recommend using max, but it seems easier to fix by just reloading the mesh.

Posted

I might look into 3D Max at a later date. Thanks for the heads up.

TBH, the thought of learning Max is a bit intimidating. Im struggling to just use Blender.

I didnt try exporting it under a different format. I'll try it if my new mesh gives me any headaches

 

Thanks

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...