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Guide & Tutorial for Converting LowPoly Head to HighPoly Head 1.1


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THINGS YOU NEED

- HIGH POLY HEAD MOD By KouLeifoh https://vectorplexus.com/topic/1170-high-poly-head/
- OUTFIT STUDIO by Ousnius and Caliente https://www.nexusmods.com/skyrimspecialedition/mods/201
- RACE MENU by Expired https://www.nexusmods.com/skyrimspecialedition/mods/19080
- SSE NIF OPTIMIZER by Osnius https://www.nexusmods.com/skyrimspecialedition/mods/4089
- NPC NIF MERGE by Turulo https://www.nexusmods.com/skyrim/mods/40494
- NIFSKOPE released by jonwd7 https://github.com/niftools/nifskope/releases/tag/v2.0.dev7
- SSEEDIT by ElminsterAU and the xEdit team https://www.nexusmods.com/skyrimspecialedition/mods/164
- TIME, WILL & PATIENCE 

 

Few words dont be offended by caps  - its easier to read Im not yelling :)

 

Mods that dont have head in the face part section of the ESP cannot be converted using this procedure for now, well they can be  converted but they wont work ingme on NPCs only on your character if you import head in Racemenu, I will try to find a solution, CK is a....,likes to crash  when setting HP head to those low poly npcs...., .tris and nif fun times... I will update this as I find solutions or if anyone contributes some knowledge.

 

Firstly a big thanks and credit goes to immyneedscake for creating a video tutorial on how to convert LP Vanilla Heads to HP Custom Heads with conforming procedure and using  tools above - link is in the text file

There are other ways to do this but this is the easiest way and you dont need to learn or use 3d software or funky plugins that dont work each time with each version or simply are outdated...

 

I also zipped some pics with steps from txt , I suggest you use Notepad++ to view text file.

 

I tried to  keep it as simple as possible and Im sure you wont have a hard time following it , but if you have any questions dont hesitate to ask.

 

Note that High Poly Head is meant for Race Menu and supports Expressive Facegen Morphs sliders even when you import your converted head into RM .

 

edit: added part 7.2 to section II. in text file 

        added pics for adding textures to NifSkope

 

 

 

 

 

 

 

 

 

 

Vanilla SSE LowPoly Heads.7z

PICs-LP-HP-Convert.7z NECK-GAP-TUTORIAL-1.1.txt Adding-BSA-Textures-to-NifSkope.7z

Edited by agiz19
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34 minutes ago, coffe said:

Is this tutorial will also work on ece/bhunp bodyslide, expression etc ?

 

No only RaceMenu is supported and I think KouLeifoh has no intention on supporting ECE, as of body replacers go head has nothing to do with them so you can use any body you want with high poly head, if by expression you mean from SexLab yes they work and any facial animation as speaking and emotions too.. Basically everything is the same as low poly head.

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On 8/18/2021 at 11:23 PM, 27X said:

 

Blender.

...very answer...

 

And what do you do in Blender to add the head to the face part section of the NPC replacers ESP that doesnt have head in face parts? 

Edited by agiz19
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  • agiz19 changed the title to Guide & Tutorial for Converting LowPoly Head to HighPoly Head 1.1
  • 4 weeks later...

I actually saw perfelcty same problem which you described in another topic.

About my case, I do not itnend to convert old low poly character (most of them are my custom made just follow tutoriall >>

made PC face with race menu, >> export and change node name as CK generate face. and swap.

 

But when I do same thing with high-poli ,  it only work untill I close to the NPC, and I understand, it should be caused tri morphs not much with current high poli face mesh parts.

 

I now could find your tutorial, then hope to check all, at same time,, so you  can make high-poli head  NPC as custom race, as same as before? (so it  can have sculpt head  , textures,  facial animation ) as one NPC mod?   

 

===
Wao,,, I really thanks your attached TESV edit image,, it actually simple enough than what I thought,,

I now understand, I only needed to change head and blow part mesh to high poli version (which offered) with set master for my NPC mod.

 

then I can still mix use default mesh followers with new high poli followers without breaking morphs. and it worked ?   (I really disappointed, when I failed to make npc with high-poli,, but could not solve by my-self,, do not notice way to change tri... )

 

syuritest.JPG.ccae523c5b76e2f088b0e8df07613f4d.JPG

Edited by greenmango12
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  • 11 months later...

My contributions to this Video-tutorial: A written guide that is best read alongside the video as I did not include screenshots.

Somebody with good writing skills could expand it by adding existing screenshots (and create new ones as necessary).

 

I attached my base mesh files for non-Nord human races (beast races do already exist) including "The Ancient Falmer" custom race.

I also included sculpt exports. All the heads belong to the base game or correspondent mod and sculpt nif files were added to have meshes identical to the standard race menu slider settings from my SSE based racemenu.

 

 

Base.7z tutorial-rm-head-porting.txt

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