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[WIP] Slooty Jumpsuit


DixiePig

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Don't think will came out so soon, all the tools to make that happen is around for some time now and no news in the post for some time now...

Too bad because it is a nice outfit.

 

Even when fo4 was announce i see a lot of WIP's and studys, so far i just see one become reality, but is a nice source of inspiration.

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Don't think will came out so soon, all the tools to make that happen is around for some time now and no news in the post for some time now...

Too bad because it is a nice outfit.

 

Patience is a virtue my friend.   :)

 

 

Sure! It is indeed.

I remember the first time i saw a total conversion mod being made, i think it was for C&C or warcraft, something like that, and i was "omg!!! This is amazing!!!" And the tc never got release...

The last case i can remember is the got X skyrim conversion, it was huge, amazing, to good to be true, and it was... never got release and never will... Of course i am writing about huge stuff, but in this long road there was a lot of small stuff too, like this vault suit, will come out sure, but just don't wait, don't create hype on this, because maybe they will never be release, maybe the author is already tired of fo4, or maybe not, who knows...

 

The only mod that i create hype and waited with lots of patience, was CBBE, but that because i know that the cbbe team never let us down :)

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UPDATE: back to working on this.

Events around Christmas and New Years have left me no time for hobby projects. Tomorrow I'll be returning to my PC to continue work on this. In the meantime, I've been in contact with Caliente and 2Pac4Eva7 to try and figure out a workflow for getting things out of blender and into the game, so I've been figuring out tools and don't have any impressive screenshots or renders.

any rough estimate of how long until it's up? It looks great

Its my hope that I'll have something working in-game after a couple of days, but this is an area where I have no experience so I could be miles out.

 

 

 

I'd like to reply to all the feedback in detail soon. For the moment, there was one thing in particular I wanted to talk about:

 

 

Don't think will came out so soon, all the tools to make that happen is around for some time now and no news in the post for some time now...

Too bad because it is a nice outfit.

 

Patience is a virtue my friend.   :)

 

 

Sure! It is indeed.

I remember the first time i saw a total conversion mod being made, i think it was for C&C or warcraft, something like that, and i was "omg!!! This is amazing!!!" And the tc never got release...

The last case i can remember is the got X skyrim conversion, it was huge, amazing, to good to be true, and it was... never got release and never will... Of course i am writing about huge stuff, but in this long road there was a lot of small stuff too, like this vault suit, will come out sure, but just don't wait, don't create hype on this, because maybe they will never be release, maybe the author is already tired of fo4, or maybe not, who knows...

 

The only mod that i create hype and waited with lots of patience, was CBBE, but that because i know that the cbbe team never let us down :)

 

 

I think it's a good policy in general to be suspicious of hype for upcoming games. One of the problems with triple A development today is that most money is made in the first week of sales, so pushing pre-orders and heavy pre-release marketing are given more importance than creating a good game.

I think for modders it's a different story. We do this on our own time at no profit. Appreciation from the community is the only payment we get. I know that, personally, people expressing interest in my projects has been the thing that motivates me to complete them. So by giving feedback, you're actually contributing in an important way.

Does this make me an attention whore?

Yes. Yes it does.

But think of it this way: by giving feedback (like getting hyped, saying something nice, offering criticism) not only are you motivating the modder. You're also building the community, encouraging others to contribute (and even create mods of their own), and also making yourself more awesome.

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If I knew anything about making custom armors and clothing (and had time between work, school and volunteer work) I would most certainly try to help you as much as I could. However the best i can do is say keep up the great work and damn it you should be the one helping bethesda make armors and clothing.

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UPDATE: back to working on this.

 

Events around Christmas and New Years have left me no time for hobby projects. Tomorrow I'll be returning to my PC to continue work on this. In the meantime, I've been in contact with Caliente and 2Pac4Eva7 to try and figure out a workflow for getting things out of blender and into the game, so I've been figuring out tools and don't have any impressive screenshots or renders.

any rough estimate of how long until it's up? It looks great

Its my hope that I'll have something working in-game after a couple of days, but this is an area where I have no experience so I could be miles out.

 

 

 

I'd like to reply to all the feedback in detail soon. For the moment, there was one thing in particular I wanted to talk about:

 

 

Don't think will came out so soon, all the tools to make that happen is around for some time now and no news in the post for some time now...

Too bad because it is a nice outfit.

 

Patience is a virtue my friend.   :)

 

 

Sure! It is indeed.

I remember the first time i saw a total conversion mod being made, i think it was for C&C or warcraft, something like that, and i was "omg!!! This is amazing!!!" And the tc never got release...

The last case i can remember is the got X skyrim conversion, it was huge, amazing, to good to be true, and it was... never got release and never will... Of course i am writing about huge stuff, but in this long road there was a lot of small stuff too, like this vault suit, will come out sure, but just don't wait, don't create hype on this, because maybe they will never be release, maybe the author is already tired of fo4, or maybe not, who knows...

 

The only mod that i create hype and waited with lots of patience, was CBBE, but that because i know that the cbbe team never let us down :)

 

 

I think it's a good policy in general to be suspicious of hype for upcoming games. One of the problems with triple A development today is that most money is made in the first week of sales, so pushing pre-orders and heavy pre-release marketing are given more importance than creating a good game.

 

I think for modders it's a different story. We do this on our own time at no profit. Appreciation from the community is the only payment we get. I know that, personally, people expressing interest in my projects has been the thing that motivates me to complete them. So by giving feedback, you're actually contributing in an important way.

 

Does this make me an attention whore?

 

Yes. Yes it does.

 

But think of it this way: by giving feedback (like getting hyped, saying something nice, offering criticism) not only are you motivating the modder. You're also building the community, encouraging others to contribute (and even create mods of their own), and also making yourself more awesome.

 

I like your point of view, i think my thought was selfish, maybe because i don't want to frustrated for the expectations. Expectations on triple A games, that is something i just don't have a long time, is always the same crap, nice trailers and empty experiences, just with bethesda, if they want, they can sell me a game that will be release in 20 years :)

 

What you say is true, the community is somehow the fuel and motivation, i feel so bad until today because i have to abandoned my skyrim conversions because work, family and stuff, and many people was asking for more, i think is a two sides road on this.

 

For me at least, i don't like the responsibility to keep a mod, that's why i always give permissions to free use of anything i made.

 

Anyway, i am very very happy to see your return, if i can help you with anything let me know, your model is just to great to not have attention.

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My favourite two mods in Skyrim Seklene Kate with a voice Remodeled Armour by Chronotrigger to bodyslide 2 had promises of updates.  I waited and waited for months.  Never played any DLC's LOL.  Then Fallout 4 came out and I think I gave up waiting.

 

I do not know your abilities or willingnees to learn.  I went throught a Nightasy tutorial in Skyrim days and downloaded a few programs to mod my own outfits.  I gave up after about 20 hours LOL.   He made about 60 videos on youtube.  What I did learn was how much effort and talent these guys have.

 

All the modders are amazing imho.  

 

But then I have very little coding experience.  I work in construction.  It's all magic in my eyes.

 

I know you don't do it for the money, but I have "tipped" for great mods.

Seraphine armour in Skyrim has over 230,000 downloads 

Even if 1% of down loaders tipped you a measely $1, that's $2,300.00 

I know you cannot count on any money but hey a there are people who will pay for incredible content.

Sooner is better than later since alot of people are still playing.

 

Hopefully it will be portable to other games as well?

 

Anyway...I really hope you do continue it

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My favourite two mods in Skyrim Seklene Kate with a voice Remodeled Armour by Chronotrigger to bodyslide 2 had promises of updates.  I waited and waited for months.  Never played any DLC's LOL.  Then Fallout 4 came out and I think I gave up waiting.

 

I do not know your abilities or willingnees to learn.  I went throught a Nightasy tutorial in Skyrim days and downloaded a few programs to mod my own outfits.  I gave up after about 20 hours LOL.   He made about 60 videos on youtube.  What I did learn was how much effort and talent these guys have.

 

All the modders are amazing imho.  

 

But then I have very little coding experience.  I work in construction.  It's all magic in my eyes.

 

I know you don't do it for the money, but I have "tipped" for great mods.

Seraphine armour in Skyrim has over 230,000 downloads 

Even if 1% of down loaders tipped you a measely $1, that's $2,300.00 

I know you cannot count on any money but hey a there are people who will pay for incredible content.

Sooner is better than later since alot of people are still playing.

 

Hopefully it will be portable to other games as well?

 

Anyway...I really hope you do continue it

 

I work with cinema4d, but i learn max because skyrim with nightasy! Today with outfit studio is all much much more simple... you can use what you want no problem.

 

About the donations, hobby is a hobby, work is work, if the hobby give money good, but they never will pay your time, believe me, i made a lot of daz/poser content in some hobby way, selling stuff for 5 to 10 dollars, never payed my time, but i would do it all again, because i love doing it.

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boobs ar too fake

what? they are perfect in my eyes biggrin.png
And mine.

And perfect at my favor! biggrin.png I love surgery boob's too! smile.png

I hate all boob that loose by gravity! Be the round!! If can't than make or surgery to round! :D

 

i feel the same way lol

 

 

me 5

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Update: SUCCESS

 

89wxyO1.png

 

X5uwLhH.png

 

Next I'll be adding the body parts and boots.

I have to say I'm very impressed with Caliente's Outfit Studio. I used to have to use the ancient blender v2.49 for it's .nif export scripts. The workflow was awful. This is fantastic news for the tutorial project; this will be much easier to learn.

 

The textures here have DXT1 compression. I understand that fallout 4 uses something else. If anyone knows how to get that working I'd love to hear about it.

Also, as you can see in these screenshots there are some strange shader artifacts that look kinda like normal map errors (seen here as black spots on the hip bones and weird behavior around the inner calves). I think my normal map is fine (excepting the thing about the compression method) but I'm suspicious of the specular map. According to this, the reflectiveness, specularity, and sub-surface scattering are separated into the red, green, and blue channels respectively. However, looking at the Mister Handy texture showed that the blue (SSS) channel was uniformly light-gray. Since metals should have zero sub-surface scattering, this is a little confusing. If anyone knows anything about how this works I would love some help. Once I grasp how this works, I can make a tool for the node-texturing system to bake out these channels in one easy step which will be great for the tutorial.

 

Feedback feedback:

 

I hope I am not changing the subject too much but I saw this earlier and honestly it is pretty damn hot design...

It seems all the inner sections are removed, the upper chest obviously but straps have replaced each exposed section. Kind of like a bondage suit.

 

Perhaps this could be the REALLY Slooty Jumpsuit?

Just need the zip to go all they way down and up the back to the tail bone :)

These are, unfortunately, the kind of edits that require you to redo almost all of your work. After the design stage, it's all pretty much locked-in. When I re-did the kneepads I had to recreate a lot of the lowpoly mesh, completely remake the UV map, and then redo all the baking for the textures. There are a lot of great design suggestions when I do these WIP threads, and it's a shame I can't do them, so maybe for the next one I'll see if I can include everyone in the design stage.

 


As for this jumpsuit, here's my outside-the-box wish: Make a chrome, black and (red?) trimmed version and replace the female Silver Shroud outfit... It's superheroine enough to work.

 

[Edit] Or Zeke's Jacket outfit (Atom Cats). It's a nice easy unique to aquire, and the default one looks ridiculous on female PC's in my opinion, so a black leather and fire (red > orange > yellow) version of the jumpsuit would be great.

 

Judging by its appearance, maybe in game it could be called "Vaultsuit Prototype Slooty." ...or just "Slooty Vaultsuit." just throwin out ideas.

 

Also, not sure if you plan on doing different colors or not, but I do have a preference for white with blue trim.

These edits, on the other hand, will be very simple to do. You can do a quick recolor pretty easily in GIMP, or modify the shaders in the .blend file and bake them to textures. So, for example, you could change the carbon fiber parts to latex if you wanted.

 

Do you have any plans to release parts of the mod as separate pieces? Like just the harness and kneepads and boots and such?

The boots should be easy to separate. They have their own textures and the mesh will be a separate branch in the .nif. Everything else is rather tied together, but you're welcome to graft parts onto your own meshes.

 

I like that you're using the new texture engine to great effect. Also, I like the stylized, absurd, anime-like shape.

 

the FO4 texture mapping is WAAAY better than skyrims. The normal map does A TON of work in the game, reducing the necessary polycount significatly. For example . . . look at a bobblehead. Go to inventory, examine it. look at the sides of the head. all that detailing of the hair is baked into the normal map. In skyrim, that would have had 2x the polys at least, and even with a high-res texture it still would have been pretty flat. There's a ton of things in game that you have to really examine it up close for the normal map to start looking flat.

 

I think you're doing the right thing. Fewer surfaces + higher texture quality = very good in game fidelity with very good performance.

 

Just curious. . . what's your count?

Beth's artists are brilliant. Take a look at the dragon priest masks. I remember I wanted to make a paper model using their mesh but almost all the detail was in the normal map.

My polycount is 10343 tris, not including the body parts. For reference, the vanilla vault suit is 4892 tris, so I've still got a bit to learn about optimizing my low-poly meshes.

 

Absolutely gorgeous!!!   9.5 out of 10

Add a bit of camel toe it would be perfect!!

Agree with above. A slight camel toe would be perfect. Other than that 11/10, looks amazing!

I was thinking that I could use the decal trick with the tentacle porn render that I did to quickly add erect nipples. This could work for a camel to as well.

 

Please man, keep your stylish clothing/armor modification going, the art style with the perfect amount naughtiness is spot on I would slap my dick a handful of times just to test it on my game saves.

Well, better get your dick ready.

 

It hurts......

 

Someone please make this happen.

 

I'm reliving my puberty frustrations  of only being able to watch Colonel Deering once a week.

I don't want to go through with that again.  Such a nasty, nasty tease if this does not come out.

 

I miss Colonel Wilma Deering.

 

Google her, you might get some more ideas.  White suit is classy and revealing 

She's a perfect fit for Fallout, that's for sure.

 

If I knew anything about making custom armors and clothing (and had time between work, school and volunteer work) I would most certainly try to help you as much as I could. However the best i can do is say keep up the great work and damn it you should be the one helping bethesda make armors and clothing.

It's a huge amount of information and skills that you have to wade through before you can see anything of your own in-game. However, I believe that it CAN be simplified to the scope of a weekend project. I hope to prove that with my tutorial.

As for Beth's art team, I'm certain any one of them could take me to school on any topic I cared to mention.

 

Thanks again everyone for taking an interest. We're looking at an alpha release very soon.

Link to comment

Update: SUCCESS

 

89wxyO1.png

 

X5uwLhH.png

 

Next I'll be adding the body parts and boots.

I have to say I'm very impressed with Caliente's Outfit Studio. I used to have to use the ancient blender v2.49 for it's .nif export scripts. The workflow was awful. This is fantastic news for the tutorial project; this will be much easier to learn.

 

The textures here have DXT1 compression. I understand that fallout 4 uses something else. If anyone knows how to get that working I'd love to hear about it.

 

Also, as you can see in these screenshots there are some strange shader artifacts that look kinda like normal map errors (seen here as black spots on the hip bones and weird behavior around the inner calves). I think my normal map is fine (excepting the thing about the compression method) but I'm suspicious of the specular map. According to this, the reflectiveness, specularity, and sub-surface scattering are separated into the red, green, and blue channels respectively. However, looking at the Mister Handy texture showed that the blue (SSS) channel was uniformly light-gray. Since metals should have zero sub-surface scattering, this is a little confusing. If anyone knows anything about how this works I would love some help. Once I grasp how this works, I can make a tool for the node-texturing system to bake out these channels in one easy step which will be great for the tutorial.

 

 

Feedback feedback:

 

I hope I am not changing the subject too much but I saw this earlier and honestly it is pretty damn hot design...

It seems all the inner sections are removed, the upper chest obviously but straps have replaced each exposed section. Kind of like a bondage suit.

 

Perhaps this could be the REALLY Slooty Jumpsuit?

Just need the zip to go all they way down and up the back to the tail bone :)

These are, unfortunately, the kind of edits that require you to redo almost all of your work. After the design stage, it's all pretty much locked-in. When I re-did the kneepads I had to recreate a lot of the lowpoly mesh, completely remake the UV map, and then redo all the baking for the textures. There are a lot of great design suggestions when I do these WIP threads, and it's a shame I can't do them, so maybe for the next one I'll see if I can include everyone in the design stage.

 

As for this jumpsuit, here's my outside-the-box wish: Make a chrome, black and (red?) trimmed version and replace the female Silver Shroud outfit... It's superheroine enough to work.

 

[Edit] Or Zeke's Jacket outfit (Atom Cats). It's a nice easy unique to aquire, and the default one looks ridiculous on female PC's in my opinion, so a black leather and fire (red > orange > yellow) version of the jumpsuit would be great.

 

Judging by its appearance, maybe in game it could be called "Vaultsuit Prototype Slooty." ...or just "Slooty Vaultsuit." just throwin out ideas.

 

Also, not sure if you plan on doing different colors or not, but I do have a preference for white with blue trim.

These edits, on the other hand, will be very simple to do. You can do a quick recolor pretty easily in GIMP, or modify the shaders in the .blend file and bake them to textures. So, for example, you could change the carbon fiber parts to latex if you wanted.

 

Do you have any plans to release parts of the mod as separate pieces? Like just the harness and kneepads and boots and such?

The boots should be easy to separate. They have their own textures and the mesh will be a separate branch in the .nif. Everything else is rather tied together, but you're welcome to graft parts onto your own meshes.

 

I like that you're using the new texture engine to great effect. Also, I like the stylized, absurd, anime-like shape.

 

the FO4 texture mapping is WAAAY better than skyrims. The normal map does A TON of work in the game, reducing the necessary polycount significatly. For example . . . look at a bobblehead. Go to inventory, examine it. look at the sides of the head. all that detailing of the hair is baked into the normal map. In skyrim, that would have had 2x the polys at least, and even with a high-res texture it still would have been pretty flat. There's a ton of things in game that you have to really examine it up close for the normal map to start looking flat.

 

I think you're doing the right thing. Fewer surfaces + higher texture quality = very good in game fidelity with very good performance.

 

Just curious. . . what's your count?

Beth's artists are brilliant. Take a look at the dragon priest masks. I remember I wanted to make a paper model using their mesh but almost all the detail was in the normal map.

My polycount is 10343 tris, not including the body parts. For reference, the vanilla vault suit is 4892 tris, so I've still got a bit to learn about optimizing my low-poly meshes.

 

Absolutely gorgeous!!!   9.5 out of 10

Add a bit of camel toe it would be perfect!!

Agree with above. A slight camel toe would be perfect. Other than that 11/10, looks amazing!

I was thinking that I could use the decal trick with the tentacle porn render that I did to quickly add erect nipples. This could work for a camel to as well.

 

Please man, keep your stylish clothing/armor modification going, the art style with the perfect amount naughtiness is spot on I would slap my dick a handful of times just to test it on my game saves.

Well, better get your dick ready.

 

It hurts......

 

Someone please make this happen.

 

I'm reliving my puberty frustrations  of only being able to watch Colonel Deering once a week.

I don't want to go through with that again.  Such a nasty, nasty tease if this does not come out.

 

I miss Colonel Wilma Deering.

 

Google her, you might get some more ideas.  White suit is classy and revealing 

She's a perfect fit for Fallout, that's for sure.

 

If I knew anything about making custom armors and clothing (and had time between work, school and volunteer work) I would most certainly try to help you as much as I could. However the best i can do is say keep up the great work and damn it you should be the one helping bethesda make armors and clothing.

It's a huge amount of information and skills that you have to wade through before you can see anything of your own in-game. However, I believe that it CAN be simplified to the scope of a weekend project. I hope to prove that with my tutorial.

As for Beth's art team, I'm certain any one of them could take me to school on any topic I cared to mention.

 

Thanks again everyone for taking an interest. We're looking at an alpha release very soon.

 

does you possibly have external pics? LL doesent seem to like me (pics no work D:)

 

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does you possibly have external pics? LL doesent seem to like me (pics no work D:)

 

Yeah, I'm having the same issue. These images are hosted on imgur, should I find a different host?

If you want to view the images, click and drag the image text up to a new tab, that seems to work for me (with firefox).

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