Jump to content

Blender to Fallout 4


GornoDD

Recommended Posts

Posted

Hi

 

Back in Fo3 and New Vegas times I created some custom pieces of Armor and Clothing. Now many years have passed and I like to start again, but I dont really understand how things have changed since back then.

 

Back the it was:

 

Import Body into Blender 2.49b  > Create Model/texutres > Import/Attatch Skeleton > Weight paint > Export as Nif into Nifskope > done

 

So now we got outdated Blender Plugins and a partially running Nifskope.

 

How can I get a finished Armor piece ingame?

Posted

Currently, you can't. The only thing you can try is exporting your armor to OBJ/FBX and import it into Outfit Studio. Copy the weighting there from a body reference and export it to a NIF file. Use NifSkope to assign a new shader block/material/textures. Fallout 4 has new .bgsm material files, which need to be created and linked to the NIF.

Posted

Currently, you can't. The only thing you can try is exporting your armor to OBJ/FBX and import it into Outfit Studio. Copy the weighting there from a body reference and export it to a NIF file. Use NifSkope to assign a new shader block/material/textures. Fallout 4 has new .bgsm material files, which need to be created and linked to the NIF.

 

Also whats kind of strange to me is, that the imported Body is really really huge in Blender, is that normal?

 

So my Armor has to be the same size and orientation?

Posted

 

Currently, you can't. The only thing you can try is exporting your armor to OBJ/FBX and import it into Outfit Studio. Copy the weighting there from a body reference and export it to a NIF file. Use NifSkope to assign a new shader block/material/textures. Fallout 4 has new .bgsm material files, which need to be created and linked to the NIF.

 

Also whats kind of strange to me is, that the imported Body is really really huge in Blender, is that normal?

 

So my Armor has to be the same size and orientation?

 

After the import into Outfit Studio, the armor has to fit the reference body, yes. You can rotate and scale in OS, too.

Posted

 

Currently, you can't. The only thing you can try is exporting your armor to OBJ/FBX and import it into Outfit Studio. Copy the weighting there from a body reference and export it to a NIF file. Use NifSkope to assign a new shader block/material/textures. Fallout 4 has new .bgsm material files, which need to be created and linked to the NIF.

 

Also whats kind of strange to me is, that the imported Body is really really huge in Blender, is that normal?

 

So my Armor has to be the same size and orientation?

 

I don't know if it's normal or not, but it seems to increase it by 10x the normal size. So if you select your imported body in blender in object mode and scale it down to 10% (shortcut: S + .1) it lines up perfectly with everything else.

Posted

 

 

Currently, you can't. The only thing you can try is exporting your armor to OBJ/FBX and import it into Outfit Studio. Copy the weighting there from a body reference and export it to a NIF file. Use NifSkope to assign a new shader block/material/textures. Fallout 4 has new .bgsm material files, which need to be created and linked to the NIF.

 

Also whats kind of strange to me is, that the imported Body is really really huge in Blender, is that normal?

 

So my Armor has to be the same size and orientation?

 

After the import into Outfit Studio, the armor has to fit the reference body, yes. You can rotate and scale in OS, too.

 

 

So what about armor  that has parts of the body included. For most leg armor (like leather pants) you dont include the legs to decrease the poly count while the torso parts stay the same

  • 2 months later...
Posted

how do i creat these BGSM files because im trying to port a mod from skyrim for personal use and it has none

 

For example copying an existing one of FO4 and editing it using my Material Editor program.

Archived

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

  • Recently Browsing   0 members

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