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Making Armor CBBE/TnT-compatible - Tutorial Suggestions?


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Posted

Hey! :)

 

 

Can you guys please recommend some straightforward and (relatively) beginner-friendly tutorial/s on how to mesh an armour set to a body mesh for Skyrim?

 

For example - I would like to make the armour texture linked in my signature compatible with Caliente's BBE mod. To do this, I would need to make the mesh itself on which the modded texture lays CBBE-compatible as well, I am thinking.

 

I did find THIS WALKTHROUGH which seems to deal with the process, but I did begin to get lost in the weeds with the "Armour A / Armour B" which seemed to jump around a bit.

 

I am hoping for your thoughts and advice! :)

 

 

 

 

 

  • 2 weeks later...
Posted

*BUMP*

 

 

Sorry for the bump guys, but I am really having no luck with this, and have been able to make no progress at all in my efforts to find tutorials that actually explains how to fit armour to a body mesh in either Blender 2.6 or Nifskope (plenty for 3dsMax, but I do not have that & cannot get it).

 

There are many which talk around the edges of the problem without getting at it, and more again which assume this step in the process is already known by the reader, and I do not know enough to be able to fill in these gaping blanks. This is not something which the CK will be able to do, as many people seem to assume - it will still need to be done by modders themselves and I really will need to know how.

 

If at all possible, could some experienced modders please give some feedback here? This really is currently a roadblock I'm stuck idling at and I cannot get around it without help. :huh:

Posted

Actually, I don't think there's anything too complicated to it. I personally use 3ds max but the basic method should work for all 3d programs, Blender included. If the armor uses the body mesh (meaning there isn't full coverage), simply load the armor into blender, and replace the body mesh with the base modded one (say, from the nude mod). Then you just have to align the vertices to fit around the new body mesh, and make sure the skinning is okay (move the bones around to check for any clipping issues).

 

You have to do this for both the _0 and _1 versions of the armor if you want the weight slider to work. Also, make sure NOT to make any changes to the number of vertices (don't add or remove any), or it'll mess up the vertex IDs and the weight slider will give you weird results.

 

Or is what you're missing the steps to import and export the models?

Posted

Or is what you're missing the steps to import and export the models?

 

 

Hey Handelo!:)

 

I'm not entirely sure. The import/export I can... kinda... wing in that I can export a mesh as an ".obj" to Blender & fiddle with it. Is that what you mean??

 

 

 

Actually' date=' I don't think there's anything too complicated to it. I personally use 3ds max but the basic method should work for all 3d programs, Blender included. If the armor uses the body mesh (meaning there isn't full coverage), simply load the armor into blender, and replace the body mesh with the base modded one (say, from the nude mod). Then you just have to align the vertices to fit around the new body mesh, and make sure the skinning is okay (move the bones around to check for any clipping issues).

 

You have to do this for both the _0 and _1 versions of the armor if you want the weight slider to work. Also, make sure NOT to make any changes to the number of vertices (don't add or remove any), or it'll mess up the vertex IDs and the weight slider will give you weird results.[/quote']

 

In my case it's the not knowing the exact *what* to copy and *where* to paste it that is proving the main difficulty. Like, I can get my head around the general concepts involved, but I'm sorely lacking in the specifics (including the specific *where* of many things).

 

The info you've provided above goes some way to filling in the blanks, and should prove very helpful - many thanks indeed!! :)

 

Combined with the part of CHERRYHOTALING'S TUTORIAL posted today which addresses Nifskope, hopefully I can bash (literally) something together today for people to test...! :blush:

Posted

Just learned the merits of 3ds max's push/pull tool in mirror mode. Saves literally hours compared to editing the mesh manually or (god forbid) moving individual verts. Also works a lot better than soft selection, which isn't mirrored, and can do weird things to vertices that you don't want to move. That and Skin Wrap cuts down my converting time to 15 minutes or so (the amount of time I needed to make one of the Tera armors CBBE compatible).

 

Forgot which version of max introduced it, but it's in 2012.

 

There was a trick on Nexus to make body meshes conform to one another (e.g. a _0.nif body to a _1.nif body) using the TexTools UVW <> XYZ converter while preserving vertex index at the same time, but I could never figure it out. Wonder if anyone on here knows about it. I guess you could achieve the same result by push/pulling on a new Edit Poly modifier, but in the case that you want to use an existing body...

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