skyrimlabs Posted April 6, 2016 Posted April 6, 2016 Hi all, I've been attempting to take 3 mods from Nexus and combine all of the parts that i like into 1 mod. So far though i havent been successful. I export the models out of Outfit Studio to .OBJ and then i delete a bunch of faces, verts and edges in Blender (but i dont add any of my own) and only on one model did i use Blenders "knife" utility. Whenever i export it i dont think its saving the original UV map. Also i'm having a hard time doing the Nifscope and FO4EDIT stuff because my stuff will either not show up in game at all or the one time i did the orientation of the outfit was wrong on my character and the whole thing was rigid (a weighting problem) and it also had the vault suit texture all over the model. Havent been able to find a dedicated Blender>FO4 tutorial on youtube. The ones i find are either incomplete, leave out details like how to transfer textures or they are for weapons. I've only been working on this for a few hours but i was wondering if i should keep on going or if i should just wait for the Geck to make it easier. Below are some pictures of what i've been trying to do. The colors are just weight colors that i used to make the pieces stand out from each other i didnt use those weights when i exported the model. The boots will be dark brown/black, the shorts are going to be denim and the suit is actually a modified "Slooty Vault Suit". I may do it over again because i may have made the front a bit too high cut. The back will probably stay as is though. First pic is where i got the idea for the outfit from which is the character Trish from the game Metro Conflict. Dont get too excited about that first picture though the second one shows you how basic the mesh will be in FO4. If i can figure out how to get the UVmaps fixed in Blender maybe i'll show a pic of the actual textures instead of the shades of blue, yellow and red.
ralfetas Posted April 6, 2016 Posted April 6, 2016 GECK will not make this for you... If you want a advice, make the model, texture it, make sure he is OK, UV's poly count etc..., them you bring the model to oufit studio, them you will face many problems with poly count weights etc... For the UV, deleting poly and breaking it will not change the UV, you must have some problem in exporting the mesh, try to export in FBX to make sure. Make sure you set the material in outfit studio, this is how you will add textures to the model.
skyrimlabs Posted April 6, 2016 Author Posted April 6, 2016 When i was in Blender i did do "remove doubles" on all 6 mesh items. I think on average it deleted 100-150 verts on each mesh item. Maybe that messed up the UV map? i'll try another one where i dont do remove doubles. I did that thinking it might make the issues with weighted vertices go away. Once i was done modifying in Blender i exported to .OBJ and then imported it into Outfit Studio. I was not sure if i should do export .nif or export .nif with references so i picked the first one. I got an error message saying that at least one vert had no weight assigned to it. One of the tutorials i used said to ignore that message but the tutorial was for a melee weapon (which is rigid so weighting would not matter i think). The NIFSCOPE process i used was to take another .nif and replace its trishape entries with mine making sure the texture and bones were under mine. After that i did the FO4EDIT with Armor Addon entry and the basic armor entry and that was it. That's the video that i used to learn how nifscope, foedit work. Only thing that was missing was Blender stuff which i'm not sure if i'm messing anything up there. Gonna to try modifying the meshes again from the very beginning to see if i can get it to work. Can anyone recommend a better video that goes over armor or clothing? especially pieces that have multiple meshes? if it has the process for Blender that might help too but not a big deal. Just the .OBJ to outfit studio to nifscope then to FO4EDIT would help.
skyrimlabs Posted April 6, 2016 Author Posted April 6, 2016 Just exported the 6 models out of outfit studio as .FBX and imported the first one into Blender. I notice that this file format also has armatures with it the thing that looks like a tall pyramid with spheres at the tip and the base. I'm thinking that since those are there the .FBX format should not give me any issues with vertices not being weighted in outfit studio. Will find out in a few hours
ralfetas Posted April 6, 2016 Posted April 6, 2016 I don't understand one thing... You made this model or are you trying to convert it to FO4?
skyrimlabs Posted April 6, 2016 Author Posted April 6, 2016 I want to 1) take the slooty suit convert it to a swimsuit 2) add some shorts (just the shorts) from the commonwealth shorts mod to the slootsuit and then 3) add the boots (only the boots) from simply clothes mod. http://www.nexusmods.com/fallout4/mods/8233/? http://www.nexusmods.com/fallout4/mods/10177/? http://www.nexusmods.com/fallout4/mods/6935/? To make it look like this. I figured out just now how to take my modified models in outfit studio and assign them textures. Its probably a lot easier to understand what exactly i'm trying to do now with the textures instead of the red, yellow blue picture in my first post. There are some faces in the belly area that are messed up but just ignore those. I tried the .FBX models too but when i opened them up in Blender the shapes were all warped. But i just hid one of the options and i was able to get the models to look right. I still dont think that was the right way for me to export the models out of outfit studio to .FBX so that i can modify it in Blender. I know none of what i'm saying may make sense because i'm jumping back and forth between steps and theres a lot of exporting and importing going on. But i just need to find a good tutorial so i can find out where in my process i'm messing things up. http://i.imgur.com/upeOoMw.jpg
skyrimlabs Posted April 7, 2016 Author Posted April 7, 2016 ok i might be getting closer. I've been importing the following objects into Blender: sloot suit harness--for this one i remove the verts for kneepads and belt sloot suit--for this i remove the leg verts, and then i knife the thighs so that the leg holes look like a swimsuit forearms and chest cleavage CBBE body--no modifications full cbbe body--i was trimming away verts below the knees, above the belly button and the arms boots--no modifications shorts--no modifications So i should be able to use Outfit Studio to merge the shorts from Commonwealth Shorts mod and the boots from Simply Clothing mod. Then i'll use the full CBBE body and get rid of the CBBE body for the forearms and chest cleavage. I'll use Outfit Studio brush to lower the volume on certain parts of the full CBBE body so that it does not clip through any clothing items. That leaves just the sloot suit harness and sloot suit that i would have to import into Blender which right now is my biggest obstacle. Since those are the only two that needs to have their actual 3d models modified. So i just need a good procedure on how to take the existing .NIF from someone elses mod, import it into Blender as a .FBX without messing up any armatures or the weights. Then export it back out and tweak the paths in nifscope, make sure it looks fine in outfit studio and then get it organized and finalized with FO4EDIT.
ralfetas Posted April 7, 2016 Posted April 7, 2016 Sorry, i don't want to sound pessimist, but i think is way better you just model this suit... You gonna have to make the textures to match the Trish suit, and in the process you can end with something way better... But any way, you have a nice reference, don't forget to use zap sliders in cbbe base body, so you don't need to adjust it, you just remove it.
skyrimlabs Posted April 7, 2016 Author Posted April 7, 2016 Sorry, i don't want to sound pessimist, but i think is way better you just model this suit... You gonna have to make the textures to match the Trish suit, and in the process you can end with something way better... But any way, you have a nice reference, don't forget to use zap sliders in cbbe base body, so you don't need to adjust it, you just remove it. I'm copying Trish's look but not all of it 100% piece for piece or texture for texture. She is wearing a swimsuit underneath shorts. I dont want her textures, pouches, leg plating or arm plating. I'm going to use the Slooty Vault Suit and modify it so it looks like a swimsuit and i'm going to use the Slooty Suit textures. I'm going to use the Commonwealth shorts and i'll use the commonwealth shorts textures. I'm going to use the thigh high boots from simply clothes mod and i'm going to use the textures that come with the mod. I *want* to use these textures...i'm not using them because its harder to get Trish's textures or whatever. Now there are mods out there that have converted the Slooty Suit into a swimsuit/diving suit. But its not high enough on the thighs so that why i wanted to make my own. The image on my previous post keeps going away for some reason so i'm going to post a pic of it instead. the link below is a pic of the suit i edited in Blender and i tweaked it in outfit studio. But thats as far as i'm able to get with the mod. I cant get the modified Sloot Suit in game. http://i.imgur.com/upeOoMw.jpg
myuhinny Posted April 7, 2016 Posted April 7, 2016 *Add some shorts (just the shorts) from the commonwealth shorts mod to the slootsuit. - Are the shorts connected to anything in the nif? If the shorts are not connected to anything you can just load the short nif up into nifskope right click it and go to block - copy branch then and then file - open and load the slootsuit right click the scene root and go to block - paste branch if no errors pop up go ahead and save you might have to load it into outfit studio to adjust the shorts and scale them. 3) add the boots (only the boots) from simply clothes mod. Same for the boots. If the shorts or boots are connected to something just throw the nif into outfit studio and zap everything but the boots and shorts so that you can get a separate short and boot model without the other things attached to them.
skyrimlabs Posted April 7, 2016 Author Posted April 7, 2016 *Add some shorts (just the shorts) from the commonwealth shorts mod to the slootsuit. - Are the shorts connected to anything in the nif? If the shorts are not connected to anything you can just load the short nif up into nifskope right click it and go to block - copy branch then and then file - open and load the slootsuit right click the scene root and go to block - paste branch if no errors pop up go ahead and save you might have to load it into outfit studio to adjust the shorts and scale them. 3) add the boots (only the boots) from simply clothes mod. Same for the boots. If the shorts or boots are connected to something just throw the nif into outfit studio and zap everything but the boots and shorts so that you can get a separate short and boot model without the other things attached to them. Yup thats actually the conclusion i came to which i mentioned in post 7. I experimented with it earlier today and i was able to use outfit studio to combine the commonwealth shorts (shorts only) and the simply clothes (boots only). In outfit studio there were separate meshes for tshirt, belt and other misc stuff and i just deleted them until it was just the shorts, boots and CBBE body left. I saved it to the simply clothes .nif and overwrote his mesh with the combines mesh. It works in game too. I think i have the basic structure down like how to modify the files in nifscope and even how to add in my own .esp with FO4EDIT. But i'm thinking that getting the sloot suit into blender (since i have to actually modify its 3d model) and then taking it back out is whats messing me up. So thats why i've been looking around to see how other people do the blender in blender out.
myuhinny Posted April 7, 2016 Posted April 7, 2016 Only thing I have used blender for is to import troublesome .OBJ's into it and then export them back out so that whatever was in them causing outfit studio to crash were hopefully fixed. The rest of the time I just beat it with a stick. Though I did find out today how to remove a player model from a .OBJ file so all that was left was it's outfit then I took the outfit and made it fit my players body.
skyrimlabs Posted April 7, 2016 Author Posted April 7, 2016 When you imported and exported those .OBJs what were they? static objects like weapons or furniture? or was it clothing or armor? i tried the .OBJs but then i switched to using .FBX instead after ralfetas mentioned it. With the .OBJs i noticed that in Blender they didnt have their armatures and bones. The .FBX did have the armatures and bones but the model mesh had this warped/twisted look to it.
myuhinny Posted April 7, 2016 Posted April 7, 2016 They are mostly outfit pieces from different places. I'm not impressed with .FBX even though it says it works with outfit studio I have never seen it work for me ever. I use the skyrim one not sure if the fallout 4 one is different or not as I don't have fallout 4. One that I wished worked would be .DAE as somethings require you to port it in that because if you port it in .OBJ the mesh comes out flipped. The outside outfit becomes invisible and you can only see the inside layer. But bender doesn't like .DAE as it causes armature errors but with DAE it holds all textures and what not intact while with .OBJ doesn't. To get a .DAE to work I have to export in .DAE from the tool I'm using then turn around and port it back in then turn around and export it in .OBJ but since the mesh problem with the invisible mesh I have to once again turn around again and port it back in and port it back out as a .DAE everything that was in the DAE like textures are now gone but will now load into bender.
skyrimlabs Posted April 10, 2016 Author Posted April 10, 2016 hope this gets released! Looks awesome so far! Yah i hope it gets released too...following Brain Poofs tutorials on youtube but i just cannot get the bones/weights to import/export/import properly. The difference between what i'm doing and what he's done in the tutorial though is he's making a model from scratch and i'm using a pre-existing one. Even though i adapt the pre-existing model to account for his steps with a fresh model something is still wrong with the bones.
skyrimlabs Posted April 11, 2016 Author Posted April 11, 2016 SUCCESS!!! ...well...sort of. Since i was having such a hard time getting the model into the game and i was having to do the Maya export process several times i didnt do the UV mapping and instead used testing materials. So the vault suit/swim suit has testing material applied to it while the shorts and boots do not. Thats cause the suit and shoulder harness were mesh edited while the shorts and boots were just taken from another mod. There's also some rogue verts or something by the neck and i cut her feet off but the mesh in game down there was acting strange when i moved. I think that the swimsuit may be a tiny bit too low cut though. I might move it up her hips an inch or two. The front and back will probably get just a tiny bit narrower maybe by an inch. If these pictures dont come up let me know http://i.imgur.com/vkEK6YA.jpg http://i.imgur.com/hLzbVpi.jpg http://i.imgur.com/UoQ0Chw.jpg http://i.imgur.com/5NQIPHf.jpg
skyrimlabs Posted April 11, 2016 Author Posted April 11, 2016 UV mapping for this model was pretty easy since DixiePig had already done it. I just had to flip it vertically and move the left half of the verts onto the textures. Hopefully it will come out ok. Gonna use DixiePigs red/black sloot suit textures though since it will help hide the changes i've made in the belt area. If i can figure out how to put this into a mass release format maybe i'll do the Blue Sloot Suit too. I may also add different boots like the combat boots that i posted, the thigh highs i originally wanted to go with and i may even use the tactical boots from ralfetas' mod. And i think i need to get permission from the original modders if i'm altering their work and then doing a mass release. But thats probably going to be a few weeks from now since i'm moving into a house soon and i'll be without internet for a while.
skyrimlabs Posted April 12, 2016 Author Posted April 12, 2016 Another update, did another run through and i have the actual textures on the models now. Still not satisfied with the height of the sides of the swimsuit, needs to go up some more. And i want to give the part that i cut a stitched and slightly raised look. I also need to tweak the suit textures in GIMP to account for the missing belt. Also her hips and thighs have really a really pale color. I have the Ida body texture so i need to figure out how to apply that to my mod. I also need to figure out how to put this in a distributable format. Because i just overwrote the default vault 111 suit .nif file, used materials and textures from DixiePigs Slooty Suit, and the boots and shorts from 2 separate mods. http://i.imgur.com/uPtCkMG.jpg http://i.imgur.com/6TwXlBj.jpg
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