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Need help with modeling


Scow2

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Posted

ALright... after seeing that the guys for SOS get much better revealing armors than the females for... every other body model out there, I've decided to try making female armors that resemble their male counterparts in aesthetic.

 

Unfortunately... I have no idea where to begin. Back with Oblivion, the closes way I knew how to do what I wanted was to load up Blender, import the body mesh I wanted, import the armor, delete the redundant bits of body, and then cut away/scale the armor to fit (Which caused performance problems because it was rendering the body under the armor, but whatever). I've heard that similar results can be obtained simply by using NifSkope, but I don't know how to use that program very well.

 

However... Skyrim seems to have two meshes for each armor, outfit, and body, and I read that the Nifscripts for Blender don't properly work for Skyrim. Any advice on what tools to use, or better ways to go about doing what I'm trying to get done?

Bodyslide Outfit studio looks like it might be usable, if I can cut away vertices with it.

Posted

...Is there a way to avoid using blender? I have too many outfits to go through to use that technique!

 

And why are there two meshes?

Posted

...Is there a way to avoid using blender? I have too many outfits to go through to use that technique!

 

And why are there two meshes?

You could alternatively use 3ds max studio (supports .nif scripts) and Maya (probably supports .nif scripts, not 100% sure) from Autodesk, but those programs are expensive and a free license it's not that super simple to get legally as just downloading some files :).

 

Some models (armor, clothing, etc. anything body related) require the _0 and _1 .nif files as a reference for the state of the model at weight 0% and weight 100%, respectively. However honestly, I have yet to see/find an actual use for that. Breast size (or any body proportion actually) can be handled through ECE sliders and if you're ok with a specific body model and proportions, those _0 and _1 .nifs are just a hindrance :/.

Posted

Unfortunately, full-on 3D modelling is beyond my ability or patience right now. I'd like to just work with the game's current assets, which means limiting my tools to NifSkope and, if it works, Outfit Studio.

 

I have a few questions regarding Outfit Studio - Is it possible to delete vertices on a mesh, or would it be better to paint the texture transparent (I think I have a tutorial for doing that laying around somewhere)?

 

And, for importing the body I need - Am I right in that the process requires merely exporting the two bodies (femalebody_0 and femalebody_1) as .obj files, then import them into the armor mesh I'm using? And, if so, will it keep them properly bound to the skeleton used?

 

If I can't do it with Outfit Studio, is there a way to do it with NifSkope? (Which, from what I've read in a lot of skimpy armor vanilla replacers, is the only tool used)

Posted

did u have programs like blender, or 3d max ?, well u can't start to make anything with just nifskope it was just for edit mesh texture while in the game not for editing 3d model mesh  :angel:

Posted

I have Blender, but that's too much hassle.

 

I'm not wanting to make new things, just edit what the game already has.

Posted

From personal experience I can say that .obj files are a huge no no, because they do not handle multiple features that 3ds max studio and blender normally use. However, for Bodyslide and Outfit Studio they're a must.

 

Also, it shouldn't be a problem imho if you export those .obj models directly from NifSkope, from a model that was already made fully compatible with Skyrim. If you're not sure whether NifSkope exports .obj files properly, just make a short test:
 

1. Open up a .nif in NIfSkope (for instance, leather armor CBBE).

2. Export only the CBBE body as an .obj file.

3. Open up a different .nif model, let's say UNP.

4. Remove the UNP body.

5. Import your CBBE.obj body and parent to the topmost NiNode 0.

6. Run Skyrim and test the model in-game.

 

Haven't tried that, but I guess it's good enough for starters ;).

Posted

What can I do with Bodyslide, as far as editing meshes goes? (I am not making new assets for Skyrim)

 

You can alter the proportions of a body model that has been adjusted to Bodyslide (made Bodyslide-compatible), but to make a new body model work with Bodyslide you'd need a 3d software (Blender/3ds max/Maya, etc.).

 

The thing is that you need to prepare body_1.nif models covering the features you want to make adjustable. For instance, one for wider hips, one for bigger boobs, etc.

 

You start off with body_0.nif as your template and from that you introduce the changes in Blender/3ds Max Studio. When you're done, you have to export the body_1.nif variations and then use Nifskope to convert that to .obj (or directly export from Blender/3ds Max as .obj, though not 100% sure here).

 

Bodyslide later combines the information from body_0.obj and the respective body_1.obj into the final body shape, which is then exported back as a .nif.

Posted

Easy solution:

 

Use Outfit Studio zap Sliders (this lets users choose if they want your 'modifications')

Quick guide:

 

1. Load up OS with Reference Body and Outfit mesh

2. Use mask tool to cover the parts of outfit mesh that you want gone/deleted

3. Brush -> Invert Mask

4. Slider -> New Zap Slider

5. Done (with the zap slider at least)

 

Why is this method better?

Well zap sliders actually 'delete' the vertices that you masked so they don't get rendered (At least I think)

Also it allows user customizability and while your at it your making BodySlide Conversions, it's like killing 2 birds with one stone :)

 

You can also just create the zap slider itself and attach it to already existing BodySlide conversion (requires xml editing)

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