Quadropuss Posted March 30, 2014 Posted March 30, 2014 The neck seam of my character seems to be off. I used texture blend and it doesn't seem to fix the problem, only the color now matches, however, the head is off of the body...
Quadropuss Posted March 30, 2014 Author Posted March 30, 2014 Another photo in better lighting... Bump. http://i.gyazo.com/d0d79aef00d4bcd01909f11022e1c1a7.png' alt='d0d79aef00d4bcd01909f11022e1c1a7.png'>
gerra6 Posted March 30, 2014 Posted March 30, 2014 Is this an issue you have for every piece of armor/clothing for the character, or only certain items?
Quadropuss Posted March 30, 2014 Author Posted March 30, 2014 This is when I wear anything, it's just how my characters neck is naked or with clothes on... vanilla or not.
gerra6 Posted March 30, 2014 Posted March 30, 2014 It could be a badly rigged head mesh. Check your installed mods for one that might have swapped the vanilla head.
Quadropuss Posted March 30, 2014 Author Posted March 30, 2014 I just checked the head mesh and it isn't that... :|
Quadropuss Posted March 30, 2014 Author Posted March 30, 2014 Bump. Problem solved, it was the weight.
thatTESguy Posted March 30, 2014 Posted March 30, 2014 Yea, weight issues. Many meshes don't have a both a _0 and a _1 (I will admit, I don't bother for many things that I create), and tools that automatically create these meshes (clothing converter, bodyslide, etc) can themselves introduce imperfections.
gerra6 Posted March 30, 2014 Posted March 30, 2014 Yea, weight issues. Many meshes don't have a both a _0 and a _1 (I will admit, I don't bother for many things that I create), and tools that automatically create these meshes (clothing converter, bodyslide, etc) can themselves introduce imperfections. Shameless plug...the latest update to my Clothing Converter tool (RC 0.70) appears to be generating nearly perfect conversions, so long as the lattice can be generated between nifs with matching UV maps (or matching vertex indexes). So, for example, say you had an entire collection of clothing meshes, but they all only matched the _0 body weight. However, the matching nude body comes in both _0 and _1 varieties. You could use the _0 and _1 nude bodies to generate a conversion lattice in my Make Lattice tool. Then load that lattice into Clothing Converter to generate converted _1 versions of all of the _0 clothing.
thatTESguy Posted April 1, 2014 Posted April 1, 2014 Yea, weight issues. Many meshes don't have a both a _0 and a _1 (I will admit, I don't bother for many things that I create), and tools that automatically create these meshes (clothing converter, bodyslide, etc) can themselves introduce imperfections. Shameless plug...the latest update to my Clothing Converter tool (RC 0.70) appears to be generating nearly perfect conversions, so long as the lattice can be generated between nifs with matching UV maps (or matching vertex indexes). So, for example, say you had an entire collection of clothing meshes, but they all only matched the _0 body weight. However, the matching nude body comes in both _0 and _1 varieties. You could use the _0 and _1 nude bodies to generate a conversion lattice in my Make Lattice tool. Then load that lattice into Clothing Converter to generate converted _1 versions of all of the _0 clothing. Thanks gerra. I tried your tool before and loved it; however, when attempting a _0 to _1 conversion for extremely tight form-fitting meshes (think jumpsuits and stuff), I get "bumpiness" on the result mesh (almost as if something applied a noise modifier in 3ds max). The seams look perfect though. What setting are optimal for creating the lattice/generating the target mesh for _0 to _1 conversions? I used version b.42: will try your new version later.
gerra6 Posted April 2, 2014 Posted April 2, 2014 For the latest revision? Pretty much the default settings. The older versions used an average of nearby vertices to guess at a good match location on the template mesh. The new version actually identifies the nearest point on the surface of the mesh itself, which gives it a very high degree of precision and accuracy. One caveat, I'm currently chasing down artifacts that appear to affect roughly 1 in 500 vertices. I haven't yet tracked down the cause.
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