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Steel devices

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Hey everyone.

As a 3d artist i always wanted to make some input in LL's modding scene.
I've been trying to get into Skyrim/F4 modding for quite some time now, but never had enough willpower to learn how to use Bethesda's tools. I guess i'm just too dumb for it, but the learning curve seem too steep for me. Wasted some of the local artists time by asking them for advices and trying to learn from them (sorry guys).
But the will to contribute something to this community got over me and i decided to at least commit some modders resources. So here are my humble 5 cents.

I've modelled a couple of high security steel restraints. Both collar and cuffs use same master lock and key. Meshes are somewhat nicely optimized (all of the meshes are 4.343 tris total)


What's in the package:

Textures:
Base color, Metalness, Normal map, Roughness (4k, single set for all objects)

Meshes: Steel collar, Steel cuffs, master lock (already inserted into devices), master key (nothing is rigged though)
(collar has modular parts like inner spikes and side hinges, parts of which are not baked into the main surface of the collar)

Mesh maps: AO, Cavity, Convexity, Curvature, ID, Normal, Position and UV islands maps. (4k)

Hopefully this is enough of source files.

To whoever decided to use these: Feel free to do whatever you want with it.
And don't hesitate to request for high poly meshes if you'll need them.

And here's some renders.

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Edited by paparebbe
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I have retired from SexLab modding as I'm developing OStim mods now, but I'm planning on doing a bondage mod for OStim, for which these will come in handy.
 

I can still provide BHUNP and 3BA conversions of these if anyone wants to turn those into a DD mod, as I have to create those anyways.
I will probably have a go at it somewhen next week.

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Gonna upload the new modular collar later today.

 

Electromagnetic master key with a Pip-Boy connecter. Which (potentially) allows to execute certain collar functions.


tbrender031.jpg.1832b15d5ae6e1e08d8f831a34273a11.jpg

 

tbrender030.jpg.deab11fe35d3945fdf816f21f18aa79f.jpg

 

Wide variability of modifications.

 

tbrender016.jpg.f0e59d3b443af26ecf3bc01afea8a9a5.jpg

 

tbrender017.jpg.0ff2b443abc662822cc32235511fe115.jpg

 

Explosive mod collar.

 

tbrender019.jpg.c5a545eeb0396bb80f2a8553148c4262.jpg

 

Electric shock mod collar.

 

tbrender020.jpg.d023bf3b3cf3c37d9597f522ea229c68.jpg

 

Sedative (or any other) injection mod collar.

 

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The base model

tbrender021.jpg.13e4508bee72551df9d3421638a4720f.jpg

 

And a few general shots and painting schemes (bare steel, dark coated steel and red painted 'raider' version)

 

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Far too complicated and sensitive for the technical standard of the wasteland
Raiders run with improvised weapons - how are they supposed to keep high-tech restraints going...


..but would go perfectly with the Institute (or maybe Vault-Tec).


----

When I think of the level of detail of the models - what a "hammer"

:classic_wub:


when I think how many GB I would have to reserve for my hard drive - I panic

?

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34 minutes ago, Miauzi said:

Far too complicated and sensitive for the technical standard of the wasteland
Raiders run with improvised weapons - how are they supposed to keep high-tech restraints going...


..but would go perfectly with the Institute (or maybe Vault-Tec).


----

When I think of the level of detail of the models - what a "hammer"

:classic_wub:


when I think how many GB I would have to reserve for my hard drive - I panic

?

If it's 'built to last' (1950s 'Murica), i guess even raiders can perform maintenance for these. Not that complicated tbh. Just a couple of not-so-hi-tech modules. Besides - they do have access to shock collars in vanilla F4. Those are similarly complex to the ones i did... I think. I hope? I don't know.

As for HDD space taken up by these - i currently have 3 sets of 4k res textures. Uncompressed PNGs. Base color, roughness, metallic and normal combined are 69 (nice!) megs. Keep in mind that all of the modules use a single texture set. So, for example, if someone will decide to adopt these assets with a single texture set - it's gonna be sub 50mb (possibly). Because DDS has a pretty good compression rate.

Example of base color map:


image_2023-01-26_183152795.thumb.png.524f64c3b20ef4b11811dd63c87a140d.png

 

I use mirrored UV islands where possible (like inner leather pads, spikes, etc). trying to pack UVs as tight as i can, all the good stuff to reduce the size of the package but maintain somewhat acceptable quality.

Edited by paparebbe
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Vor 12 Minuten sagte Paparebbe:

Wenn es „für die Ewigkeit gebaut“ ist (1950er „Murica“), denke ich, dass sogar Raider Wartungsarbeiten daran durchführen können. Nicht so kompliziert, tbh. Nur ein paar nicht so Hightech-Module. Außerdem haben sie Zugang zu Schockhalsbändern in Vanilla F4. Die sind ähnlich komplex wie die, die ich gemacht habe ... denke ich. Ich hoffe? Ich weiß nicht.

Was den von diesen belegten Festplattenspeicher betrifft - ich habe derzeit 3 Sätze von 4k-Res-Texturen. Unkomprimierte PNGs. Grundfarbe, Rauhigkeit, Metallic und Normal kombiniert sind 69 (schön!) MB. Denken Sie daran, dass alle Module einen einzigen Textursatz verwenden. Wenn sich beispielsweise jemand entscheidet, diese Assets mit einem einzigen Textursatz zu übernehmen, wird er (möglicherweise) unter 50 MB liegen. Weil DDS eine ziemlich gute Komprimierungsrate hat.

Beispiel einer Basisfarbkarte:


mir

The lore - i.e. the background story - is extremely contradictory


The raiders have a drill (weapon workbench) or a sewing machine (armor workbench) - but I don't see anything for electrics or even electronics

(I don't even think about the energy source)


you can hide it all and just play

but at some point it just becomes too much for me and I just say -> bullshit

(that's why I build certain "limitations" into the game myself - so that after almost 10 years I can still touch it at all)


---


The information from the memory location makes my heart rate normal again - thank you

Edited by Miauzi
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For some reason the texture mapping gets lost when I import this into Outfit Studio. I don't know if this is because of the fbx file format. I have only ever done this with obj files so far and it just worked.
I also don't really have a lot of knowledge when it comes to 3d modelling. Does anybody else know how people usually convert fbx files to the nif format?
image.png.4bd35e7a5e80561a092e65e8496735ff.png

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15 hours ago, VersuchDrei said:

For some reason the texture mapping gets lost when I import this into Outfit Studio. I don't know if this is because of the fbx file format. I have only ever done this with obj files so far and it just worked.
I also don't really have a lot of knowledge when it comes to 3d modelling. Does anybody else know how people usually convert fbx files to the nif format?
image.png.4bd35e7a5e80561a092e65e8496735ff.png

Here's an OBJ for the collar, handcuffs and masterkey.

handcuffs.obj masterkey.obj v1_collar.obj

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On 1/28/2023 at 6:48 AM, paparebbe said:

 

That worked. It's missing all the shininess still but afaik that's achieved by tweaking values in the .nif file (which get lost when exporting it to .fbx or .obj). I'll have a look at what values DD items use and fiddle around a bit with it.
Capture3.PNG.d04598c2d386fbe390b42b69bff65e68.PNG

Capture2.PNG.f55c9b1631276092402945ebba1b5dff.PNGCapture.PNG.507cd170b631c2ce371f1b3a6237c4cb.PNG

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58 minutes ago, VersuchDrei said:

 

That worked. It's missing all the shininess still but afaik that's achieved by tweaking values in the .nif file (which get lost when exporting it to .fbx or .obj). I'll have a look at what values DD items use and fiddle around a bit with it.
Capture3.PNG.d04598c2d386fbe390b42b69bff65e68.PNG

Capture2.PNG.f55c9b1631276092402945ebba1b5dff.PNGCapture.PNG.507cd170b631c2ce371f1b3a6237c4cb.PNG

Welp, that's because Skyrim doesn't support PBR. I guess you could somehow adapt 'Roughness' map into some sort of 'Reflectance' map. Because it sort is one. 0 (black) is 100% reflective, 1 (white) is 0% reflective.
Also, for Skyrim you'd have to dim down the base color as well (make it dark-gray'ish, because in PBR that's what metalness map does. It calculates how light reflects from the surface of an object taking into consideration whether it's dielectric or not. In Skyrim it's more of an 'artistic' way of approaching the render process, not very much physically based one.

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2 hours ago, paparebbe said:

Welp, that's because Skyrim doesn't support PBR. I guess you could somehow adapt 'Roughness' map into some sort of 'Reflectance' map. Because it sort is one. 0 (black) is 100% reflective, 1 (white) is 0% reflective.
Also, for Skyrim you'd have to dim down the base color as well (make it dark-gray'ish, because in PBR that's what metalness map does. It calculates how light reflects from the surface of an object taking into consideration whether it's dielectric or not. In Skyrim it's more of an 'artistic' way of approaching the render process, not very much physically based one.

I'm just gonna pretend I understood everything you said there. I think I did what you suggested and with that plus some value tweaking in the .nif file I got it to look like this:


Capture.PNG.b6119aa4dc9ce8b7ec28a2a4526e6d89.PNGCapture1.PNG.41c988908063de0416dcb9da33be0f8c.PNGCapture2.PNG.06ecd9b9c50b99a6b14ab9ef48ec61d3.PNG

 

This is probably as far as it goes with my skills. I'll leave this here in case anyone else wants to try their luck. It's just the collar for now. I'll try to get onto the other items later. Since I don't own FO the meshes are for Skyrim SE, idk how easy it is to convert this to FO but Outfit Studio should be able to do this afaik. The textures are in DXT5 format as gimp can't do DXT7. Skyrim SE is still able to load those just fine, not sure if FO can, too.
steel collar.zip

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  • 3 weeks later...

Pity that all this is too modern for SKYRIM-i´d overtake some-but there´s so much stuff still available in zap.

The meshes need corrections specially if used with arms on backside- a straight cuff is not working with the animation of hand/arm pose without a clipping. All those animations are jittering and also the mesh is in game mostly sitting on a different place, before it is as a pose exported. The assets need to become trimmed in differnt aspects to be working well, depending on the skeletons and depending on deforming of the arm-meshes/neck-and so on.

This IS seriouly perfect for FO4 and sci-fi..

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  • 1 month later...
  • 1 month later...
  • 2 weeks later...
  • 3 weeks later...
On 06.02.2023 at 00:38, VersuchDrei said:

Сделали манжеты и создали наземные сетки для ключа, воротника и манжет.
Те же правила, что и раньше, очевидно. Сетки SE с текстурами DXT5.

 

Манжеты.PNG.0335c2dd247b441c5492c519d2d5666f.PNG

Манжеты1.PNG.c7fe20a263864ee0cff76cab5d585211.PNGМанжеты2.PNG.276714a4472e22a9d0d9dc006dcfb5a6.PNG

 

стальные устройства.7z 16,14 МБ · 32 загрузки

Looking forward to cuffs. I have long wanted to see such handcuffs in the game. It would be nice if you could wear them in front and behind your back. When can you expect them?

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