Jump to content

[WIP] Sexy Jumpsuit (help needed from FO4 experts!)


DixiePig

Recommended Posts

Posted

I could use the help of anyone analysing the released Fallout 4 material for feature information.

 

fx8hrT9e.png

 

So I'm pretty excited about Fallout 4. I'm making a WIP thread to encourage myself to complete this armor. This might be jumping the gun a little, but since I recently created my own body mesh for this thing I thought I might as well put it in Fallout and finally have an in-game body that suits my preferences perfectly.

It's very rough at the moment. At this stage I'm subsurface-modelling the basic forms before sculpting details. Next thing will be creating boots, and buckles on the belts.

 

7jsNjLH.png

 

Here are the questions I have for those of you who are closely following Fallout 4:
 

  • We can see that armor pieces are added on top of the base armor, but do we have any examples of armor pieces replacing parts of the base armor? If parts of the base armor can be replaced, that will create far more possibilities for armor piece designs.
  • Can armor pieces be used with any base armor? For example, could we attach a raider chest-piece to the vault 111 jumpsuit? If so, this will have consequences for body mod compatibility and will affect whether I create my own custom body or convert this project to someone else's.
  • Here's a tricky one: Do the character skeletons have knee/elbow/pauldron bones? If you look closely at the power armor in Fallout 3, you'll see that the knee-pad actually shrinks as the leg bends, instead of bending slightly with the leg. This is a quirk of skeleton deformation without a separate knee bone. Has anyone seen any rigid knee-pads shrinking or bending in the trailers?
  • Do we have any evidence of cloth physics?

Thanks for reading. I'd deeply appreciate any help/commentary/criticism. Any feedback is very encouraging. I'll post renders of this as it progresses, and as I create more armor pieces for it.

Posted

I wouldn't count on knee\elbow\pauldron bones if I were you. None of the games had them yet, so there's no precedent for it.

I agree.  How are they going to add rotation and range of motion with a single NiNode?  It would take at least ten stacked on top of one another on the same XYZ axis and intense game physics to process what bone gets rotated when and by how much.  Bethesda skeleton physics don't work that way.  For elbows and knees there has to be CapsuleShapes on the limbs and Constraints to act as the joints.  Bethesda uses NiNodes for LPauldron RPauldron because those are used for one section of armor not tied to the clavicle, upper arm or forearm twist NiNodes.  It doesn't need range of motion or rotation.

Bethesda takes the most economical route for one skeleton because both the player and NPCs use it.  It isn't like other games where the player has their own rig and NPCs use a stripped down one.  Everyone uses a stripped down skeleton because of the ability to equip different types of clothing and armor used by NPCs.

 

It is what it is.

Posted

Update: Combat Boots.

 

kxi8l4w.png

 

I was think that thigh-bandolier will be an over-armor piece. Instead of providing more damage resistance, it would have some interesting game-play effect. For example, an NPC wearing it would throw a lot of grenades, forcing you to scramble between cover

or shoot it off them.

 

 

I wouldn't count on knee\elbow\pauldron bones if I were you. None of the games had them yet, so there's no precedent for it.

I agree.  How are they going to add rotation and range of motion with a single NiNode?  It would take at least ten stacked on top of one another on the same XYZ axis and intense game physics to process what bone gets rotated when and by how much.  Bethesda skeleton physics don't work that way.  For elbows and knees there has to be CapsuleShapes on the limbs and Constraints to act as the joints.  Bethesda uses NiNodes for LPauldron RPauldron because those are used for one section of armor not tied to the clavicle, upper arm or forearm twist NiNodes.  It doesn't need range of motion or rotation.

Bethesda takes the most economical route for one skeleton because both the player and NPCs use it.  It isn't like other games where the player has their own rig and NPCs use a stripped down one.  Everyone uses a stripped down skeleton because of the ability to equip different types of clothing and armor used by NPCs.

 

It is what it is.

 

This is very interesting to read. I have very little knowledge about .nifs, and I know that skeletons in an optimized real-time context would be different to, say, Blender, but I didn't know it would be that different. In any case, you've answered my question pretty well so thank you.

 

 

ohhhhhh, beautifull....... I can't wait  :heart:

Very nice work. I wish you the best of luck, which is about all I can do. It does indeed look very good.

I love this community. Thanks so much,  It really helps.

Guest Comrade DR. MAHUJ DIK
Posted

This armor is awesome, great touch with the boots!!!

BTW about clothes physics I think its possible, on the trailer a feral pushes a troller so theres physics for the first time on a bethesda game (dishonored isnt from bethesda it was just sold by them), also even if it doesnt aplies to clothing soon after it release itll have a mod for it since it uses the same engine than skyrim.

 

Posted

Update: Belt detailing.

 

bCuwrww.png

 

I've been trying to use parametric modelling where possible, and I'm very pleased with the results I'm getting on belts and zippers. Basically you just model a small segment, then duplicate it along a bezier curve. I'm tempted to try it with stitches on the jumpsuit but probably ought to leave that for the texturing stage.

 

Next up, sculpting the body suit.

Posted

@DixiePig

 

Looks great though I will probably not see it for another 2 or so years since I decided I will probably no longer buy any Beth game till they are dirt cheap.

Posted

Update: Belt detailing.

 

I've been trying to use parametric modelling where possible, and I'm very pleased with the results I'm getting on belts and zippers. Basically you just model a small segment, then duplicate it along a bezier curve. I'm tempted to try it with stitches on the jumpsuit but probably ought to leave that for the texturing stage.

 

Next up, sculpting the body suit.

 

Looking great.

 

What program(s) do you use?

 

You know, if you are finished with the armor before FO4 comes out, we'd welcome any contributions to FNV (or FO3 for that matter). :P

Posted

Update: High poly details, fold sculpting.

WUGE1cF.png

I think this is all the highpoly modelling done. Next is retopo.
 

 

Oh wow! I'm always amazed at the great stuff all you modders get up to.

This is looking awesome! Looks like it will be both sexy and functional.

This looks really great! I'd love to rock a sexy vault suit in 3 or 4. :heart:

Thanks so much! Really appreciate it.

 

Posted

Update: Topology.

 

ZXP6rOl.png

 

I'm keeping the bandolier separate for the moment so I can place it in a texture map with other matching armor pieces. I estimate the triangle count to be a little under 10 000, about the same as my previous wip here. I will probably add more details later on, such as low poly zippers. Still, the number seems higher than I would prefer. I think that Bethesda are much better at optimising their polycount.
Next up will be UV mapping and baking.

 

 

Looking great.

 

What program(s) do you use?

 

You know, if you are finished with the armor before FO4 comes out, we'd welcome any contributions to FNV (or FO3 for that matter). :P

 

 

All this so far has been done in Blender 2.75. I also tend to use photoshop for texturing but this time I'd like to try texturing in Blender using the node system.
As for releasing it for FO3 and FNV, I hadn't planned to but I would be stupid not to test it in-game somewhere, especially since at this rate I'll be finished well before November 10 (And who knows how long until we'll be able to import meshes. BGS has never been good at supporting that).

The main problem is that I've been building this around my own custom body mesh. FO4, FNV and Skyrim already have established, well-supported body mods and converting this project to those bodies will be a lot of extra work.

Posted

 

All this so far has been done in Blender 2.75. I also tend to use photoshop for texturing but this time I'd like to try texturing in Blender using the node system.

As for releasing it for FO3 and FNV, I hadn't planned to but I would be stupid not to test it in-game somewhere, especially since at this rate I'll be finished well before November 10 (And who knows how long until we'll be able to import meshes. BGS has never been good at supporting that).

 

The main problem is that I've been building this around my own custom body mesh. FO4, FNV and Skyrim already have established, well-supported body mods and converting this project to those bodies will be a lot of extra work.

 

 

Actually there are some tools, which would make this process (relatively) easy. Check out the Clothing converter from Gerra. Though, you'd probably still have to do minor adjustments after the conversion is done and I can't vouch for how long the process takes.

Posted

Update: UV maps, baking, colors!

eiCsVwb.png
 

What we see here is a simple blend of ambient occlusion, a lightmap from an overhead lamp, and blocked-out colors, as well as the normal map.

It will be cool to have a vault-boy color palette but ultimately I want to do something a bit different (I was thinking Red-Racer themed).

Next I think will be rigging. In my previous project I messed around with blenders Rigify addon, which is AMAZING. I hope I can at least use it to rig the mesh to BGS skeletons. I'll also probably have to re-proportion the mesh to match the Fallout 4 skeleton, hopefully the change won't be too dramatic.

 

 

 

Actually there are some tools, which would make this process (relatively) easy. Check out the Clothing converter from Gerra. Though, you'd probably still have to do minor adjustments after the conversion is done and I can't vouch for how long the process takes.

 

 

This seems like a pretty good lead to investigate. Thanks! I would prefer on the whole to release clothing models for all the most popular bodies, and this might help a lot.
 

Posted

The clothing converter conversions vary depending on the size of the nif the higher the nif size the longer it will take to convert that is if it will even be able to convert it if a nif is too big in size the clothing converter may run out of memory and crash. A lot of times I make 2 copies of a nif then delete the lower body out of one and the upper out of the other. Then make copies of those and delete parts out till you get a small size repeat till you do that for the lower and upper once you have the multiple copies done then run them through the converter and after conversion paste everything from all of the nifs back into 1 nif. High poly outfits will convert but might not always come out looking great because the vertice patterns are usually not made to match the bodies vertice pattern so spots like where the nipples are might become pointy. Conversions work better with the clothing converter if the 2 bodies have matching UV maps if they do not have matching UV maps then you can't use the UV map search option when doing the conversion or the conversion will come out wrong.

Posted

Looks good though I think the rolled up sleeves don't suit the skin tight look for me, maybe roll them down and add elbow pads?

If you get really bored with your success maybe a zipped up version and if you extended the zip right down all the way maybe a fully zipped open adult version exposing the breasts, crotch and rear.

Can you make the belt a separate or separable item so we can make Pregnant versions later?

And also a damaged version might be good too :)

  • 2 weeks later...
Posted

Looks good though I think the rolled up sleeves don't suit the skin tight look for me, maybe roll them down and add elbow pads?

If you get really bored with your success maybe a zipped up version and if you extended the zip right down all the way maybe a fully zipped open adult version exposing the breasts, crotch and rear.

Can you make the belt a separate or separable item so we can make Pregnant versions later?

And also a damaged version might be good too :)

 

Way to think ahead :D

  • 3 weeks later...
  • 3 weeks later...
Posted

Update: changed kneepads to be not-lame

 

JT6uAai.png

 

Also added matching elbow-pads, you can't really see them from this angle.

 

It's great to finally have time for this again. Coming back to it I had to squint at it really hard because those kneepads looked like crap. I don't understand how it is that I can do something like that and not realise it sucks. Maybe I needed time away from it?
In any case, changing the high-poly model this much means I need to remake the lowpoly topology, and completely redo the UV maps, baking, texturing, etc. So I think maybe I should change my methodology to just stop and wait for a while after I finish a highpoly model so I can fix it when I've gained some distance, and thereby save myself a lot of work.
So next up will be the new lowpoly topology. After that I think it'd be fun to rig and pose it, maybe give it a laser rifle prop or something.

I think it's about 2 weeks until fallout 4 comes out; I'm looking forward to finally getting answers for my original questions.

 

Looks awesome,  I always loved armors/outfits like this for badass female characters.

This is really beautiful. Looking forward to seeing more :D

its, its beautiful...

Wow, its better than the whole fallout 4 trailer..... if u can make more sexy version , and with standing nipples, you will be my hero  :)

I love it m8, I love it so much. I would love to have something like this in my game when the time comes, so hot. Keep up the great work : D

 

Really, really appreciate this. Keep saying nice things to modders because it's powerful motivation fuel. I should just encourage a modder every day, because having a positive community is awesome.

 

 

Looks good though I think the rolled up sleeves don't suit the skin tight look for me, maybe roll them down and add elbow pads?
If you get really bored with your success maybe a zipped up version and if you extended the zip right down all the way maybe a fully zipped open adult version exposing the breasts, crotch and rear.
Can you make the belt a separate or separable item so we can make Pregnant versions later?
And also a damaged version might be good too :)

 

I'll make the .blend and .psd files available for download when it's complete. Should help to alter it to suit any particular tastes.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...