randomuser777 Posted March 19, 2015 Share Posted March 19, 2015 As a simpler alternative to updating the 4uDIK Real body to add TBBP weighting, maybe it is easier to 'transplant' or move the mesh to the UN7B body? Has anyone in the past made any mesh similar to it? I like the flat mesh that 4uDIK used instead of the wiry or grassy look of PaintedLady, it has more volume or density in texture, at the cost of much less FPS. I've tried to transfer the mesh myself using NifSkope, I only managed to transfer its position successfully but the texture was glitched out and the mesh was extremely pointy (polygon explosion?). Any help or suggestions? Link to comment
randomuser777 Posted March 27, 2015 Author Share Posted March 27, 2015 Does anyone know of any tutorials where its shown how to make a mod out of an existing mesh in the Creation Kit? Basically, I want to take the 4uDIK mesh and make it into an equippable item like clothes or armor. Link to comment
randomuser777 Posted April 29, 2015 Author Share Posted April 29, 2015 So, adding TBBP to 4uDIK's Real body is a simple task with the help of Mesh Rigger, but this is a lot harder to achieve with how confusing NifSkope can be. Any help/suggestions on how to proceed taking the 4uDIK hair mesh and attaching it to UN7B? Link to comment
Akzyra Posted April 29, 2015 Share Posted April 29, 2015 I think it was created by removing most of the body polys, leaving the part you want to texture. Then he modified the UV Layout to use the texture better. Link to comment
randomuser777 Posted April 30, 2015 Author Share Posted April 30, 2015 I think it was created by removing most of the body polys, leaving the part you want to texture. Then he modified the UV Layout to use the texture better. I'm still new to modifying textures and I have no clue how to UV map (or wrap?) the texture onto the mesh. I've tried several times in NifSkope to move it but I can't seem to understand how it handles the transfer, because I end up with a pointy mess of polygons. Maybe it would be simpler to make a separate mod that is just a hair mesh floating on its own, like the way Painted Lady has its meshes? Link to comment
Akzyra Posted May 1, 2015 Share Posted May 1, 2015 I tried exactly that, even more of a hassle because you need morphs for the Weight Change. One word: Terrible. (Oh yeah, different bodies... *faint*) Hope someone with more knowledge will answer how to create it. Link to comment
randomuser777 Posted May 2, 2015 Author Share Posted May 2, 2015 Is it more difficult to make this into a clothing/armor mod, instead of adding to an existing body mesh? Link to comment
RomeoZero Posted May 6, 2015 Share Posted May 6, 2015 i can help, what you need are : 1) 3-4 planar primitives of diff shapes (can be ripped and cutted from any hair\fur\cloth,etc, for better uv on texturing) 2) make a hair texture with alpha in it for opacity in nifskope 3) choose a CK slot if you need to make it as equipped item*example align it to the body as you wish it ] make a skin wrap of the body weight all points > chose add > and click on body black means weights are copied from body to the object in Skin>advanced params>bone affect limit must be 4 a texture example then in nifskope copy from any hair BSLightingShaderProp to the object and add alpha *Skin can be as it (will be always on nude body) is or as a Dismember skin Instance with a slot for CK to hide it or equip. Contains only 18 vertices , some modders just don't know what they are doing and release their unstable mods on their X9999cpu on NVHD 999xUhrz hardware for peasants .. This is if you know how to work with basic nifplugin for 3dmax on exporting armor or other shit )) Link to comment
randomuser777 Posted May 6, 2015 Author Share Posted May 6, 2015 *Skin can be as it (will be always on nude body) is or as a Dismember skin Instance with a slot for CK to hide it or equip. Contains only 18 vertices , some modders just don't know what they are doing and release their unstable mods on their X9999cpu on NVHD 999xUhrz hardware for peasants .. This is if you know how to work with basic nifplugin for 3dmax on exporting armor or other shit )) I don't have and definitely don't know how to use a modelling program like 3dsmax, or even Blender. I'm a 3D modelling peasant. Anyway, isn't it possible to use something Mesh Rigger to copy the weighting the mesh already and make a piece of clothes/armor? It could be possible, considering how simple it is to use Mesh Rigger for copying bone weighs to a target mesh, like UNP with TBBP/HDT weighing onto the 4uDIK mesh. Link to comment
RomeoZero Posted May 6, 2015 Share Posted May 6, 2015 Anyway, isn't it possible to use something Mesh Rigger to copy the weighting the mesh already and make a piece of clothes/armor? It could be possible, considering how simple it is to use Mesh Rigger for copying bone weighs to a target mesh, like UNP with TBBP/HDT weighing onto the 4uDIK mesh. It's plausible to copy weights, what you need is to move somehow the object that you want to make,i do not remember if it is so.I have not seen 4d mesh though )) Link to comment
randomuser777 Posted June 11, 2015 Author Share Posted June 11, 2015 http://www.nexusmods.com/skyrim/mods/6667/?-Forgot to post the link to 4uDIK's mod Could it be possible to do something like what the Cubic Hair (http://www.nexusmods.com/skyrim/mods/49711/?) mod does? Seems like it attaches the TriShape data stuff directly to a CBBE mesh. Link to comment
Akzyra Posted June 11, 2015 Share Posted June 11, 2015 Yes it can be done. The hair layer is a second body where all poly's are cut away that you don't need. Then you make the UV-Map more efficient. Copy weights if needed and put that "hair mesh" into the body mesh. Set up textures and alpha stuff. CubicHair is weighted correctly. And yes, it is just another TriShape in a Nif file Link to comment
randomuser777 Posted June 12, 2015 Author Share Posted June 12, 2015 I have no idea how to properly copy the weights for the 4uDIK hair mesh, and I'm not sure how to make it separate from the main 4uDIK body mesh. Perhaps the weighing won't be needed? I've had some success in just altering XYZ coordinates to allow for proper positioning between 0 and 1 weight. For textures and alpha, I'm not sure either. Link to comment
randomuser777 Posted June 13, 2015 Author Share Posted June 13, 2015 Yes it can be done. The hair layer is a second body where all poly's are cut away that you don't need. Then you make the UV-Map more efficient. Copy weights if needed and put that "hair mesh" into the body mesh. Set up textures and alpha stuff. CubicHair is weighted correctly. And yes, it is just another TriShape in a Nif file These are the hair meshes after I deleted the main body TriShape branch in NifSkope, but I'm not sure how to proceed making this into an equipable item. I did try putting these directly onto a body mesh once, by copying the TriShape branch belonging to the hair mesh onto the body, but that warps the mesh beyond recognition (probably weighing issues?). femalebody_0.nif femalebody_1.nif Link to comment
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