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[WIP] Slooty Jumpsuit


DixiePig

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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.

 

 

 

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

 

 

Same for me (probably all/most of us) an external link to pictures would be nice. I love  how this project is going so seeing your recent progress would be greatly appreciated :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).

 

 

IT LOOKS AMAZING! i cant wait!

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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).

 

b9aa1cdaa660999b239b4a8d0acc5b88.png

9ee473c5877416ad6f2ad92ad68faeb5.png

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Update: all meshes + textures in-game

 

C6RlGJ0.png

http://i.imgur.com/C6RlGJ0.png

 

GFddwTw.png

http://i.imgur.com/GFddwTw.png

 

VllxoaN.png

http://i.imgur.com/VllxoaN.png

 

Now that I see it in-game, that waist is really tiny! I guess I needed a reference frame to see how extreme it is. Now I'm wondering whether I ought to change it.

And those shader artifacts are pretty nasty.

I think the textures are too far below the standard set by the vanilla game. They looked great in the renders, not so great in-game.

Next thing to do is improve those textures, add some dirt, weathering, or other mid-level detail to break up those big empty shapes.

So all in all this is looking nearly ready for an initial release. I think I'll release it before I really go in and polish it, and update it as I go.

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Starting to come together nicely. Agree on the textures, though I'm sure with enough popularity a lot of people will be making custom textures for this outfit as well. As for the size of the waist, if it's made Bodyslide compatible that can always be changed on the fly. 

 

edit: Out of curiosity, do you have some shots of the rear? :D 

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One personal opinion from the ingame pictures arises:

The cleavage looks a bit boring, would like some underboob visible and i think the suit should follow the breast on top and have space around the stomach down to the waist. The suit looks like its a bit stiff and modeled with boobs like in superhero costumes. 

Good work so far.  :)

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Update: all meshes + textures in-game

 

C6RlGJ0.png

http://i.imgur.com/C6RlGJ0.png

 

GFddwTw.png

http://i.imgur.com/GFddwTw.png

 

VllxoaN.png

http://i.imgur.com/VllxoaN.png

 

Now that I see it in-game, that waist is really tiny! I guess I needed a reference frame to see how extreme it is. Now I'm wondering whether I ought to change it.

And those shader artifacts are pretty nasty.

I think the textures are too far below the standard set by the vanilla game. They looked great in the renders, not so great in-game.

Next thing to do is improve those textures, add some dirt, weathering, or other mid-level detail to break up those big empty shapes.

So all in all this is looking nearly ready for an initial release. I think I'll release it before I really go in and polish it, and update it as I go.

Why not just use outfit studio to make the bodysliders work with armor? That would fix the waist and make it work with any cbbe shape.

Link to comment

 

Update: all meshes + textures in-game

 

C6RlGJ0.png

http://i.imgur.com/C6RlGJ0.png

 

GFddwTw.png

http://i.imgur.com/GFddwTw.png

 

VllxoaN.png

http://i.imgur.com/VllxoaN.png

 

Now that I see it in-game, that waist is really tiny! I guess I needed a reference frame to see how extreme it is. Now I'm wondering whether I ought to change it.

And those shader artifacts are pretty nasty.

I think the textures are too far below the standard set by the vanilla game. They looked great in the renders, not so great in-game.

Next thing to do is improve those textures, add some dirt, weathering, or other mid-level detail to break up those big empty shapes.

So all in all this is looking nearly ready for an initial release. I think I'll release it before I really go in and polish it, and update it as I go.

Why not just use outfit studio to make the bodysliders work with armor? That would fix the waist and make it work with any cbbe shape.

 

 

also give us the sliders for the current body scheme so we can tailor it to us :D

 

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Update: all meshes + textures in-game

 

C6RlGJ0.png

http://i.imgur.com/C6RlGJ0.png

 

GFddwTw.png

http://i.imgur.com/GFddwTw.png

 

VllxoaN.png

http://i.imgur.com/VllxoaN.png

 

Now that I see it in-game, that waist is really tiny! I guess I needed a reference frame to see how extreme it is. Now I'm wondering whether I ought to change it.

And those shader artifacts are pretty nasty.

I think the textures are too far below the standard set by the vanilla game. They looked great in the renders, not so great in-game.

Next thing to do is improve those textures, add some dirt, weathering, or other mid-level detail to break up those big empty shapes.

So all in all this is looking nearly ready for an initial release. I think I'll release it before I really go in and polish it, and update it as I go.

 

Wow, I think it looks great! Just add some dirt and wear and it will fit right in.

 

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Update: Spec map Progress.

x3a25Ut.png

 

 

http://i.imgur.com/x3a25Ut.png

 

So I looked at the histograms for a few vanilla specular maps. For some reason it seems that the red and green values are never below 50%, and the blue channel never goes under 75%. This is a little strange, as they're only using half the range. Maybe it has something to do with the shader calculations?

 

Anyway, shifting the range of my channels to match has produced working results, as seen above. It's still not behaving like I want it to, for example the specular power on the leather parts is very high and I don't know how to change it. My plan is to do a couple experiments to see just exactly what each channel is doing.

 

 

will this work with bodyslide post release? or will i have to change my preset?

As for the size of the waist, if it's made Bodyslide compatible that can always be changed on the fly. 

 

edit: Out of curiosity, do you have some shots of the rear? :D

Why not just use outfit studio to make the bodysliders work with armor? That would fix the waist and make it work with any cbbe shape.

also give us the sliders for the current body scheme so we can tailor it to us :D

 

How exactly do I make it bodyslide compatible? Do I need to make some morph targets / shape keys or something?

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So I looked at the histograms for a few vanilla specular maps. For some reason it seems that the red and green values are never below 50%, and the blue channel never goes under 75%. This is a little strange, as they're only using half the range. Maybe it has something to do with the shader calculations?

 

Anyway, shifting the range of my channels to match has produced working results, as seen above. It's still not behaving like I want it to, for example the specular power on the leather parts is very high and I don't know how to change it. My plan is to do a couple experiments to see just exactly what each channel is doing.

You are using the Intel beta plugin right?

Just in case https://gametechdev.github.io/ITW-Beta-Test/

 

Red is metalness green is roughness blue is unused.

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Well how i did it on Skyrim...

 

Outfit studio is basically like a really simplified blender.

You just pop the outfit in there and import the body you want to fit it to and as far as I can remember you make the armor conform to the body (if thats all you want) and then 'build' the outfit to the bodyshape and the files are saved. When you are done the outfit will fit the body like a glove and I dont know what happens internally but if you change the cbbe body shape all you need to do is build the saved armor edits you made in the outfit studio for it to transform automatically with the body.for the end user this process take less than a minute. Just morph the body and use the bodyslide to select armors it has saved and it will automatically build them for you.

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Update: Spec map Progress.

 

x3a25Ut.png

 

 

http://i.imgur.com/x3a25Ut.png

 

So I looked at the histograms for a few vanilla specular maps. For some reason it seems that the red and green values are never below 50%, and the blue channel never goes under 75%. This is a little strange, as they're only using half the range. Maybe it has something to do with the shader calculations?

 

Anyway, shifting the range of my channels to match has produced working results, as seen above. It's still not behaving like I want it to, for example the specular power on the leather parts is very high and I don't know how to change it. My plan is to do a couple experiments to see just exactly what each channel is doing.

 

 

will this work with bodyslide post release? or will i have to change my preset?

As for the size of the waist, if it's made Bodyslide compatible that can always be changed on the fly. 

 

edit: Out of curiosity, do you have some shots of the rear? :D

Why not just use outfit studio to make the bodysliders work with armor? That would fix the waist and make it work with any cbbe shape.

also give us the sliders for the current body scheme so we can tailor it to us :D

 

How exactly do I make it bodyslide compatible? Do I need to make some morph targets / shape keys or something?

 

http://www.loverslab.com/topic/55523-cbbe-outfit-studio-conversions-for-bodyslide/

 

this thread taught me how to basically integrate a .nif armor/clothing into a CBBE/bodyslide armor/clothing. basically all you do is you put the armor into bodyslide, and then when you save it it should create a series of sliders in the apropriate location that tell the game what shape its suppose to be.

 

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Update: using that decal trick from earlier:

HrBClxo.png

http://i.imgur.com/HrBClxo.png

 

 

 

You are using the Intel beta plugin right?
Just in case https://gametechdev.github.io/ITW-Beta-Test/

Red is metalness green is roughness blue is unused.

 

That makes much more sense. I'm curious about the sub-surface scattering though; I thought that wasn't possible in real time.

 

 

http://www.loverslab.com/topic/55523-cbbe-outfit-studio-conversions-for-bodyslide/

 

this thread taught me how to basically integrate a .nif armor/clothing into a CBBE/bodyslide armor/clothing. basically all you do is you put the armor into bodyslide, and then when you save it it should create a series of sliders in the apropriate location that tell the game what shape its suppose to be.

Thanks, I'll check this out after I've released the outfit for my crazy tiny waist body.

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