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jk's experimental devices workshop


jsmithk

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Posted

Here I will be posting some results of 3D models of restraints that I will be creating whenever spare time permits it. I am doing this mostly to learn the physics based materials workflows and expand my Blender knowledge, so I will need help with exporting the models to Skyrim in case anyone is interested in actually using them.

 

I also have zero knowledge how to make Bodyslide stuff work, so I will at first try to make restraints that are not dependent on body shapes.

 

So, for starters I'm attaching some screens and a source model file with packed textures inside. I will see if I can optimize the texture use by combining UV maps of separate objects onto one map before I consider this model ready.

gag2.PNG

gag1.PNG

test1.blend

Posted

So I got some spare time and wanted to see if I can figure out how to get blender projects into Skyrim. I could. The device is looking good so far, but something's wrong with the steel texture. That might also be my fault, though. I'll have a look at it again tomorrow. Also there is some minor clipping on the chin. I guess I could try to fix that in BodySlide, but that might make it look awkward. Everything else matches almost skin tight.

This is on the default Nord face:

image.png.fb7c765630459af2b3b25b886add1599.png

Posted

@Skitskurr amazing that you got the model in-game! I think I know what's wrong with the steel texture - when I made it, I used Substance Painter's physics based rendering material types, while Skyrim expects a different shading model that will require:

- Putting glossiness information into alpha channel of the normal map;

- Creating an environment map to fake reflections on reflective surfaces

- Creating a dedicated "specular" map which will determines the transparency of the environment map.

 

I did not study yet how (if) Blender's current NIF exporter is capable of mapping these textures from eevee material nodes, so I thought I will do this later when the problem becomes a blocking point. Looks like it has become a blocking point sooner than I thought :)

 

I will see if I can create the relevant texture maps some time during the day and will post the textures here. If you have nifskope knowledge, getting them to work should be easy.

 

On the topic of clipping - I will move the chin part outwards.

Posted
46 minutes ago, jsmithk said:

I did not study yet how (if) Blender's current NIF exporter is capable of mapping these textures from eevee material nodes

I couldn't get the blender NIF addon to work, so I did it the manual way. I Exported the model to .obj and imported that into BodySlide. Then exported all the textures do .png, opened them in GIMP2, saved them as .dds and finally added them by hand in Nifskope.

By doing it this way I also had to copy the bone weights from another mesh in BodySlide and set the partition to another bibed slot in Nifskope.

It was a rather long procedure, but it worked.

Posted

- (hopefully) Fixed clipping on chin part

- Regenerated textures to fit a single UV map and combined specular map into normal map's alpha channel

- Attached a test environmental map for specular materials (steel, dildo)

test1_cubemap.png

test1.blend

Posted

The clipping is fixed. The steel now looks shinier, but the color still isn't the same as in Blender. Could also be because of wrong settings in the LightningShaderProperty. I don't really have much knowledge about texturing and rendering.

Looks like it's made out of iron instead of steel, which is fine, too.

image.png.99dbb01bd60814d7c41985ea3431a685.png

 

 

Posted

Damn I love yokes. Some clipping on the wrists, especially the right hand one. Might be due to my BodySlide settings. That's probably why the DD yokes have so thick bars, so it fits no matter the BS settings.
image.png.edd3012b02d211ee92b477a669e954c9.png

 

I've added an .esp where the items are called "jk test gag" and "jk test yoke" so you can have a look at it ingame, too.
data.zip

Posted

@Skitskurr thank you very much for helping me out so far. I will take a look at the clipping issue when I have time.

 

Meanwhile, I have started working on a set of restraints specially tailored at preventing magic use, starting with a Morrowind slave bracer (https://elderscrolls.fandom.com/wiki/Slave's_Right_Bracer). Not ready to share yet as I need to do some adjustments, but I thought I could still post some pictures :)

Spoiler

SlaveBracer2.PNG.4b6484bc6bc9cadbefb02606d8d0def3.PNGSlaveBracer1.PNG.250dd54bd644e14cb5463730a8a1a65b.PNG

 

@Baltasarr80 I would consider making more yokes, yes. Do you have any good references to start from? Also, keep in mind that I can't do animations/poses, so the yokes will need to conform in shape to an existing yoke out of DD or ZAP assets.

Posted

Hopefully the slave bracers are ready for conversion to .nif format. I'm not sure if I got the positioning right, the bracers might need adjustment relative to arm positioning.

test5.blend

Posted

There's one weird thing with one of the triangles. It looks fine in Blender and 3D Viewer, but after importing it in BodySlide the texture is missing on that one.

image.png.9e3427c826532537e348db8daa227d52.png

 

Setting the texture to double sided in Nifskope then resulted in the triangle being pitch black.

(ignore the clipping next to the upper lock here, that's due to a bad BodySlide conversion, but I didn't bother fixing it given that I might have to import it again anyways)

image.png.ce30b80c8cdd80f7c17e9d4644983c59.png

I have way too few knowledge of modeling/texturing to know what's going on here.

 

I created CBBE and UUNP BodySlide files for it and wrote a script so that the bracers actually prevent the use of magic. Since I don't want to have to rename all of that stuff again I created a new .esp and started giving the stuff actual names.

The slider sets are called "DWS Dunmer Slave Bracers CBBE" and "DWS Dunmer Slave Bracers UUNP" and the item in game is called "Dunmer Slave Bracers". I will migrate the other items to this .esp later and create a fomod file so that you don't get the CBBE and UUNP sliders. For now build whichever works for you.

data.zip

Posted

test5.blend Please see if this new file works for export - I think the issue was with that face being an n-gon - n-gons always act strange during exports to other file formats.

Posted

Well.. the front doesn't clip anymore, but...

 

image.png.cd62b569e5997d7096a3dc72fe11509c.png

 

I'm not sure you can get it to work with so thin bars, because arm thickness can vary quite a bit with BS sliders.

yoke.nif

 

EDIT:

I tried fiddling around a bit with the first version in Outfit Studio and was able to make it look like this:

image.png.b5084c36432151ce4f99fc4d52b609aa.png

The front bar is not in a 100% straight line anymore as I just bulged out the armholes, but at least for my character it fits.

yoke.nif

Posted

I wish I could import the animation/pose file that sets the arms the way they are supposed to be, then we would not have these clipping issues. I will also look into improving the textures on all files so far - there is a big difference in how the models look in Substance Painter and how they look in Skyrim.

Posted

It seems that there are issues with weights assigned to the slave bracers - upper arm and wrist bones affect the slave bracers while only lower arm bone should. I also played around with the textures to try to make the model seem more natural. Not happy with the results yet, will keep trying.

Spoiler

ScreenShot1.jpg

Posted

I have never played that mod - might need to check it out to see if I can learn anything from the existing assets there.

 

Meanwhile, some additional progress:

 

Spoiler

4.PNG.ffcb2f2fa6388ea591281f0f3e828151.PNG3.PNG.c6112f10162719fe67333d7b2a869538.PNG

 

 

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