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(SOLVED) Mesh weird problem


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Posted (edited)

Hi! I'm having a problem with a custom mesh imported from 3dsmax. When I load it in nifscope, the backside of it is dark, but the front side looks ok. I don't know what might be the problem, but the model works right in Outfitstudio.

saaa.png

saaaBack.png

Edited by GoblinSlayeru15
Posted (edited)
2 hours ago, GoblinSlayeru15 said:

 

Probably, but I don't know how to fix it.

 

Check you lighting defaults in Nifskope, below are the defaults as far as I know. If you turn off frontal lighting it unlocks sliders 3 & 4 which control the angle of the lights in the render window, but to be honest the only time I have seen that issue its usually the shader setting is wrong, or a setting like "has vertex colors", or "has normals" under NiTriShapeData settings is wrong. The real answer is what does it look like in game, people can get too caught up in it looks wrong in nifskope or os but you don't play the game in either one of those, they are not perfect tools. Just my 2 cents.

 

image.png.f67ca3daa503eadf13af22f7a63940f1.png

Edited by Imperfection
corrected block name
Posted
39 minutes ago, Imperfection said:

 

Check you lighting defaults in Nifskope, below are the defaults as far as I know. If you turn off frontal lighting it unlocks sliders 3 & 4 which control the angle of the lights in the render window, but to be honest the only time I have seen that issue its usually the shader setting is wrong, or a setting like "has vertex colors", or "has normals" under NiTriShapeData settings is wrong. The real answer is what does it look like in game, people can get too caught up in it looks wrong in nifskope or os but you don't play the game in either one of those, they are not perfect tools. Just my 2 cents.

 

image.png.f67ca3daa503eadf13af22f7a63940f1.png

 

 

This is how the models looks ingame, as you see, they look dark too. But dependes the angle.

ScreenShot2.png

Posted

Again, could be wrong shader type on nif ("skin" shader when it should be "default" or vice versa) or even missing or bad normal maps in texture list.

You can post one of the nifs and I or someone else might see something wrong but considering you're standing in a shaded area it's hard to tell from that image but they do look kind of flat detail wise.

Posted
14 hours ago, Imperfection said:

Again, could be wrong shader type on nif ("skin" shader when it should be "default" or vice versa) or even missing or bad normal maps in texture list.

You can post one of the nifs and I or someone else might see something wrong but considering you're standing in a shaded area it's hard to tell from that image but they do look kind of flat detail wise.

 

Here is a more detailed image of the model's lighting properties on nifscope

Model.png

Posted
4 hours ago, GoblinSlayeru15 said:

 

Here is a more detailed image of the model's lighting properties on nifscope

 

 

1. Is this LE or SE?   >>> This is an LE forum <<<

I thought those nodes should be NiTriShape (LE) not BSTriShape (SE)

 

2. Is this a playable race or a creature?

If it's a playable race then the shader might need to be "skin tint"

 

3. Show me the texture list under that lighting node.

 

4. Since it has "model_space_normals" flag makes me think the shader should be "skin tint" since the only place I see that flag is on player body and 1st person arms/body models.

 

You're going to have to experiment and test the shader flag settings below to see if it makes a difference. There's not much else I can say here as I would start changing flags and test in game.

 

"Default" Shader and Flags based on chicken.nif from Skyrim SE, 2 textures will be listed under lighting node.

 

image.png.ebbd6b50f71bd65d8797994d68ad4039.png

 

"Skin Tint" Shader and Flags based on femalebody_1.nif from Skyrim SE, 4 textures listed under lighting node

 

image.png.1cc28c7fba3d1c3e14ead0954091a6f8.png

Posted (edited)
2 hours ago, Imperfection said:

 

1. Is this LE or SE?   >>> This is an LE forum <<<

I thought those nodes should be NiTriShape (LE) not BSTriShape (SE)

 

2. Is this a playable race or a creature?

If it's a playable race then the shader might need to be "skin tint"

 

3. Show me the texture list under that lighting node.

 

4. Since it has "model_space_normals" flag makes me think the shader should be "skin tint" since the only place I see that flag is on player body and 1st person arms/body models.

 

You're going to have to experiment and test the shader flag settings below to see if it makes a difference. There's not much else I can say here as I would start changing flags and test in game.

 

"Default" Shader and Flags based on chicken.nif from Skyrim SE, 2 textures will be listed under lighting node.

 

image.png.ebbd6b50f71bd65d8797994d68ad4039.png

 

"Skin Tint" Shader and Flags based on femalebody_1.nif from Skyrim SE, 4 textures listed under lighting node

 

image.png.1cc28c7fba3d1c3e14ead0954091a6f8.png

 

 

Skyrim SE, and this is a creature mod, but Im using it on existing race like imperials. I put the body as an armor outfit. I've taken models and textures from Source Film Maker characters packs and converted them via 3dsmax. But I'll gona try the things you said.

Edited by GoblinSlayeru15
  • 6 months later...
Posted (edited)

Doing some great work! By any chance can these feral vampires be able to use the werewolf skeleton to make them look savage? Are you also planning to make this creature mod for LE as well by chance?

Edited by BlutWolf

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