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Blenders, Clipping and Nipples, oh my!


Almodo

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Posted

Hi there LLers!

 

So I'm fitting some armor mods for NV onto a Type3 body (nothing too fancy, I assure you.), but the body's erm, perky nipples keep clipping on the mesh on Blender now. So I have the option of either fitting the clothing mesh to the nipple or flattening (nooo!) the nipples to fit the armor.

 

Which is usually the better thing to do?

Posted

I been poking around with armor conversions too. I do a combination of modifying the armor to fit(for the easy parts), or simply deleting the offending part of the body mesh, if none of the vertices that are deleted will show. A bonus to deleting the body mesh that doesn't show is that it will also lower the file size of your mesh.

Posted

True, I suppose I need to get to doing that as well, but you know, nipples >.>

 

But anyway yeah, I tried deleting some meshes on my other project and it went horribly. What was the step after that? Do I have to remake the UV maps after deleting the body?

Posted

You can usually flatten the nipples, since you're not going to see them anyway, if they are completely covered. To best do this, go into sculpt mode and just smooth them out, until they're not poking through anymore. That shouldn't give you any trouble with the UV either, since you're not deleting any geometry. 

Posted

Sculpt Mode eh? Good thing I asked because I was banging it with Flatten with Edit Mode >.>

 

Will try, thanks.

 

On a related note, I hijacked the body off Type 3 Bouncing Persona armor and it had a full body underneath the clothing. Do you think I should leave the body as it is?

Posted

Ha, I had the same question as well. I checked the vanilla armors and they only have parts of the mesh that are visible and that's what I'm going to do too. There is no need to keep those invisible body parts, they only clog up memory and will get computed even if they are not visible. So, if there is too much of that going on, this could have an impact on overall performance. I think the persona outfit is very revealing, so maybe the author couldn't really delete any parts of the mesh, without it being noticeable. It really depends on what kind of outfit you are doing.

Posted

You should be okay to delete the body parts that don't show, the tricky part is not deleting too much, or then you suddenly get a hole to nowhere. I delete by vertices...you don't want the vertices you are deleteing to be directly connected to another vertice that shows bare skin or you will get the holes.

Posted

Right now I'm mixing and matching quite a bit of armor parts, but most important is Lady's top clothing.

 

Fitting the clothing mesh to the mammaries is one thing, but I'm a bit iffy about deleting the body (arms though, I'll probably just do that :P)

 

Oh yes! Is there any good way to select multiple vertices at a time in Edit Mode? Holding down Select+RMB works for single points, but...

Posted

Right now I'm mixing and matching quite a bit of armor parts, but most important is Lady's top clothing.

 

Fitting the clothing mesh to the mammaries is one thing, but I'm a bit iffy about deleting the body (arms though, I'll probably just do that :P)

 

Oh yes! Is there any good way to select multiple vertices at a time in Edit Mode? Holding down Select+RMB works for single points, but...

 

I'm a bit late to the party, but like others said, delete all the parts of the body that won't show. There is pretty much zero reason to include them, all they do is cause clipping, especially if your body and clothes are weighed to bounce. Although if the clothes have cleavage and/or a loose fit you can see inside the clothing/armor from certain angles, limiting the amount of body you can 'safely' delete.

 

About vertices and selection tools, you can hit B once to get a rectangular selection tool. Or the one I prefer to use; hit B twice to get a brush-type selection tool, you can adjust the size of the brush with mouse scroll or PgDn/PgUp, and then just hold LMB to select multiple vertices accurately and effortlessly.

Posted

 

Right now I'm mixing and matching quite a bit of armor parts, but most important is Lady's top clothing.

 

Fitting the clothing mesh to the mammaries is one thing, but I'm a bit iffy about deleting the body (arms though, I'll probably just do that :P)

 

Oh yes! Is there any good way to select multiple vertices at a time in Edit Mode? Holding down Select+RMB works for single points, but...

 

I'm a bit late to the party, but like others said, delete all the parts of the body that won't show. There is pretty much zero reason to include them, all they do is cause clipping, especially if your body and clothes are weighed to bounce. Although if the clothes have cleavage and/or a loose fit you can see inside the clothing/armor from certain angles, limiting the amount of body you can 'safely' delete.

 

About vertices and selection tools, you can hit B once to get a rectangular selection tool. Or the one I prefer to use; hit B twice to get a brush-type selection tool, you can adjust the size of the brush with mouse scroll or PgDn/PgUp, and then just hold LMB to select multiple vertices accurately and effortlessly.

 

 

Thanks man, you're never late to the party. I figured out the select multiple meshes bit, but then I keep accidentally selecting the meshes behind the body o_o

 

I am deleting the hands, that's it. The chest area though, due to the loose fit cleavage, I'll not delete it and see where it takes me. I did make the nipples less pointy so there's that.

 

That being said I'd like it to be more skin-fitting though but you gotta leave some area underneath the boobs a bit loose-fitting since...well, clothes.

 

Also after I delete the arms, what do I do before exporting? I once tried to delete some meshes on a hat mod for Skyrim and the whole thing ingame turned...terrible. ._.

 

Thanks for the replies guys m(_   _)m

 

 

EDIT: I've gotten into this part:

cXHAKyJ.jpg

 

 

Dem arms.

 

Posted

Well after you're all done and satisfied with the results, delete any existing skeleton, then select all in object mode and hit alt + p and clear parent. Then select all again and import a new skeleton, remember to select ' Import Skeleton Only + Parent Selected ' in the import settings when doing this. After that, you should be able to export it, since it's an armor mesh, in the export settings you should select ' Cloth ' from shader options and add the necessary flags to the body in NifSkope afterwards.

 

If it's weighed to bounce and it's not looking right or there's major clipping, you might need to go back a bit and copy the weights from the body to the armor, or delete more of the body underneath the armor.

Posted

I don't need to mess around with the textures etc? Can I just delete the meshes like that?

Posted

I don't need to mess around with the textures etc? Can I just delete the meshes like that?

 

If in doubt just use the "clever monkey" approach: Just try it out. Just make sure to have a backup of your files, if things go south. :)

 

Normally there shouldn't be a problem with UVs if you delete some parts of the mesh. Just open up a second viewport and turn on UV/Image editor. Go into edit mode in your other viewport and select the whole body (a). It should show the UV layout in the UV window, so you can check if something is amiss.

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