gvman3670 Posted August 21, 2015 Posted August 21, 2015 Cool. CBBE has been in dire need of something like this. Hell, even just doubling the poly count would've made it look better. But more than 5X the polygons? Yikes, man. Talk about overkill! Meant in a good way of course.
Kittensmasher Posted August 21, 2015 Author Posted August 21, 2015 Cool. CBBE has been in dire need of something like this. Hell, even just doubling the poly count would've made it look better. But more than 5X the polygons? Yikes, man. Talk about overkill! Meant in a good way of course. Hahaha, well that was only one Mesh subdivision level, I actually restrained myself from doing the mesh even higher. But i know armor mods with 50-60k poly count on the armor alone. And no lose in performance. The actual meshes take the least amount of resources to post in a 3d game. Most of the resources are taken up by texture rendering and the scripting... so a 30k body mesh really isnt anything especially since the CITRUS body is more than double that. But yeah i agree i think the body meshes used in CBBE need to be upgraded. Have a higher poly count so my jiggly breasts are actually round instead of a dodecahedron bouncing around.
gvman3670 Posted August 21, 2015 Posted August 21, 2015 I've never been a CBBE fan because of it. So many angles visible in game, everywhere you should see curves. And the shape of the body makes it look sorta' like a cheap inflatable sex toy.
Kittensmasher Posted August 21, 2015 Author Posted August 21, 2015 Thats why i wanted to update the mesh and make it more smooth. Bodyslide is a fantastic Utility software for skyrim,however the low poly count of the CBBE is an issue for me and always has. When i want to see a dark elf get raped by a troll that damn dark elf better not be all polygonal when it happens lol
Arhon Posted August 21, 2015 Posted August 21, 2015 Well now this would be a great addition . Good Luck Kittensmasher
yatol Posted August 21, 2015 Posted August 21, 2015 that's strange, the thing on the right don't look like what i see on screens of the ones that use cbbe http://www.nexusmods.com/skyrim/mods/2666/? something like that? it's the same mesh on the right only made it look more blocky by messing with the rendering settings
Kittensmasher Posted August 21, 2015 Author Posted August 21, 2015 That body on the Right is the Caliente Body HDT directly taken from the Bodyslide 2 + Outfit Studio Utility mod from Caliente and imported into 3dsmax 2012. That is how all the CBBE bodies from the CBBE mod and Bodyslide have always looked like when imported into 3dsmax.
Kittensmasher Posted August 21, 2015 Author Posted August 21, 2015 The bodies in CBBE dont have Smoothin groups applied to the mesh, thats why it looks blocky in 3dsmax, however the Skyrim engine has its own smoothing when it comes to rendering the mesh with textures... the body on the left is using the smoothing group 2, to allow a better look when im modding it as that blockiness without it kinda drives me nuts.
Chattera Posted August 21, 2015 Posted August 21, 2015 Unfortunately I don't think that my computer could handle that poly count. But good luck with the project, Kittensmasher!
Kittensmasher Posted August 21, 2015 Author Posted August 21, 2015 Unfortunately I don't think that my computer could handle that poly count. But good luck with the project, Kittensmasher! The UNP bodies have 13k poly count, which is just a shy under half of what this body's poly count is.
EvilReFlex Posted August 21, 2015 Posted August 21, 2015 Looks like you used the "Tessellate" modifier on the standard body mesh. I see no need for more polies, the body mesh is fine, more polies are only waste of resources.
DMCDante Posted August 21, 2015 Posted August 21, 2015 Well the majority does not own 5960x CPUs and 980ti GPUs like described in the OP so I am happy there is a peasent variant like the original body for users like me still stuck on a 470 lol
Kittensmasher Posted August 21, 2015 Author Posted August 21, 2015 Well the majority does not own 5960x CPUs and 980ti GPUs like described in the OP so I am happy there is a peasent variant like the original body for users like me still stuck on a 470 lol Well for people who have OP level Computers, i have a 100k Poly mesh, this is for the medium end since it is only 30k poly mesh, and there still is the 6k poly mesh for those who still have lower end computers. The idea is variety. There are tons of 1k/2k/4k and even 8k textures, but you dont see many High/Mid/Low body meshes, its either low end or Citrus. And Citrus is not all that customizable friendly compared to CBBE/UUNP. I happen to have a computer that could handle a 100-200k poly count body mesh, but i would say less than 8% of the community has that kind of a rig, just like you good sir. So no point in going overkill, lol. Looks like you used the "Tessellate" modifier on the standard body mesh. Actually no, if i Tessellated the mesh, it would have warped the UVW map and that is a major pain in the ass to fix (Go see the Skyrim HI Poly Count Body kit from 2012-2013, he attempted to do the same thing but completely fucked up the UWV to the point that theres no point in even using it and the poly count is over 100k). What i did is Quadrify the mesh, edited some polygons around to remove all the Triangle polys and make it more uniform then Smoothed it. Increasing the poly count by x5 then triangulating the mesh.
EvilReFlex Posted August 21, 2015 Posted August 21, 2015 Looks like you used the "Tessellate" modifier on the standard body mesh. Actually no, if i Tessellated the mesh, it would have warped the UVW map and that is a major pain in the ass to fix (Go see the Skyrim HI Poly Count Body kit from 2012-2013, he attempted to do the same thing but completely fucked up the UWV to the point that theres no point in even using it and the poly count is over 100k). What i did is Quadrify the mesh, edited some polygons around to remove all the Triangle polys and make it more uniform then Smoothed it. Increasing the poly count by x5 then triangulating the mesh. I have no problem with the UV Map after tessellate:
Kittensmasher Posted August 21, 2015 Author Posted August 21, 2015 Looks like you used the "Tessellate" modifier on the standard body mesh. Actually no, if i Tessellated the mesh, it would have warped the UVW map and that is a major pain in the ass to fix (Go see the Skyrim HI Poly Count Body kit from 2012-2013, he attempted to do the same thing but completely fucked up the UWV to the point that theres no point in even using it and the poly count is over 100k). What i did is Quadrify the mesh, edited some polygons around to remove all the Triangle polys and make it more uniform then Smoothed it. Increasing the poly count by x5 then triangulating the mesh. I have no problem with the UV Map after tessellate: nouvproblem.jpg HAhaha i was thinking of a different way to do it, that fucked up my UVW, but yes you are correct, but you still need to quadrify it first or you get that starburst style poly topology.. in which wont work all that well with node scaling. But you come out with the same out come... good ol 3dsmax... a billion different ways to do the same thing And on the issue of polys the reason being is that, when people are using Bodyslide to make those ridiculous giant titiied/assed bodies, you get clear polygonal looks which is ugly plus when doing certain poses and animations, the more weighted vertexes are used to smooth out areas during positons
EvilReFlex Posted August 21, 2015 Posted August 21, 2015 Looks like you used the "Tessellate" modifier on the standard body mesh. Actually no, if i Tessellated the mesh, it would have warped the UVW map and that is a major pain in the ass to fix (Go see the Skyrim HI Poly Count Body kit from 2012-2013, he attempted to do the same thing but completely fucked up the UWV to the point that theres no point in even using it and the poly count is over 100k). What i did is Quadrify the mesh, edited some polygons around to remove all the Triangle polys and make it more uniform then Smoothed it. Increasing the poly count by x5 then triangulating the mesh. I have no problem with the UV Map after tessellate: nouvproblem.jpg HAhaha i was thinking of a different way to do it, that fucked up my UVW, but yes you are correct, but you still need to quadrify it first or you get that starburst style poly topology.. in which wont work all that well with node scaling. But you come out with the same out come... good ol 3dsmax... a billion different ways to do the same thing And on the issue of polys the reason being is that, when people are using Bodyslide to make those ridiculous giant titiied/assed bodies, you get clear polygonal looks which is ugly plus when doing certain poses and animations, the more weighted vertexes are used to smooth out areas during positons I don't like the "Quadrify" modifier from 3dsmax 2012, but with "QuadrifyAll+" the result looks pretty good: (used turbo smooth)
Kittensmasher Posted August 21, 2015 Author Posted August 21, 2015 Fine everyone want to bitch, i will just keep the body to myself thanks everyone telling me its a fucking waste of time... have a wonderful day
ousnius Posted August 21, 2015 Posted August 21, 2015 The reason why I didn't do it myself years ago and make it CBBE v3, is because I didn't see a use in having to remake all CBBE conversions ever to make use of the new body, now that Skyrim is out for so long already. Plus, I'd have to remake the sliders of BodySlide. If you're that crazy on poly count, there are alternative bodies you can use, even in BodySlide.
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