BringtheNoise Posted October 15, 2016 Posted October 15, 2016 I was originally going to ask Ousnius this via PM.... But I figured I might as well throw it in the general discussion to get everyones thoughts on this. So my thoughts on this topic would be: Convert the Higher Poly count FO4 CBBE mesh back to a Skyrim shape, revert the texture path to the Skyrim path (hopefully Skyrim Special Edition doesn't end up using material files). Unsnap the feet from the Torso (as well as convert the higher poly hands due to there higher detail). Through in the Sliders from UUNP (the shape presets).... cause why not (really why not). This would give a roughly 20k vertex body mesh with the CBBE UV map and all of the UUNP/CBBE morphs (and still be compatible with any UUNP or CBBE presets). Since the FO4 CBBE mesh is just short of 3x the vertex count of UUNP (which is based on the 6.8k vertex count S7B/Sevenbase mesh). Converting the shapes shouldn't be to hard....probably need to tweak and smooth the slider data in the final shapes (at most). Again....All existing Skyrim CBBE and UUNP presets would be usable. Then following that, taking the vanilla armors (both full and skimpy versions) and run them thru either Maya, Blender, or Max to increase the vertex count (by quadrify, smooth, and tri the mesh's... along with re weld any broken seams in the meshes). The body is an easy task, as it is simply a run thru FO4's Bodyslide 3 / Outfit Studio reference - FO4CBBE to Skyrim (export as Obj from FO4 Bodyslide and import in Skyrim Bodyslide...which I've already done). Note: I still need to break the weld's on the feet and turn it back into 2 meshes (along with set the Slot information in the BSDismemberData in the nif). I Still haven't done the bone weighting, but that can be done via KGTools since it can read both the skyrim skeleton and nif format. The question is how much would the community support (or piss all over) a complete remake of CBBE for Skyrim (mainly for Special Edition but should be able to run with the old version if Beth doesn't change the skyrim nif format over to FO4's and require Material files and paths)? So yeah in a nut shell... Convert the higher poly FO4 CBBE back to Skyrim, and incorporate the UUNP morph sliders into the mix... Note: This also greatly depends on how Beth handles the Skyrim Special Edition cause they may or may not add in the FO4 Nif format and or the Material file path (which I really don't like the FO4 material file as that shit used to be in the Nif and worked just fine, now it is not and bla bla bla.... fuck I hope they don't use FO4 style normal's... cause I really like the ease of use for the Skyrim normals... probably cause I use Paint.net instead of Photoshop).
ousnius Posted October 15, 2016 Posted October 15, 2016 Caliente's not been online for a week, she would primarily be the one making an HD port.However, we wouldn't be porting the FO4 CBBE back to Skyrim, that doesn't really work because everything about it is way too different. What we would do instead is take the existing Skyrim CBBE, add more polygons to it, improve it otherwise, add new sliders like in FO4 AND change the base shape of it for BodySlide. The current base shapes of CBBE and UUNP are just plain too big and ugly. I don't care about compatibility this time, you would just have to use conversion references. Now that Outfit Studio is a bit more stable than in 2013, it should work out just fine. I want this to be a fresh start, if we do it. I won't be porting UUNP to SSE myself. It might be customizable like crazy and work well by now, but it has way too many sliders. With something like the FO4 CBBE's sliders (and maybe just a FEW additional ones), you should be able to create a lot of the shapes that you can with UUNP. That doesn't mean UUNP is dead for SSE (see TL;DR below). TL;DR: CBBE will be improved by Caliente, if she has time. If not, maybe I'll try myself.UUNP won't be ported by me, but you can keep using the current one in the new Skyrim w/o issues. Old NIFs aren't optimized for the new game, but they continue working.
BringtheNoise Posted October 15, 2016 Author Posted October 15, 2016 Well if you want to go New New for the shape and morphs.... why not talk Nightasy or Tigersan into creating some Muscle definition and muscle tone sliders for the new base shape.... or maybe something from Blabba's Citrus body could be incorporated as it was sectional (arm's, torso, thigh, butt, calf) style morphing.... To be honest I really like the sliders for JaneBod (especially the extra ones that Tigersan created that are added into the later versions).... But that's FO4 stuff (If I could I'ld probably take the JB mesh and convert it to the CBBE UV map can call it a day.... but that would be lazy).
ousnius Posted October 15, 2016 Posted October 15, 2016 Well if you want to go New New for the shape and morphs.... why not talk Nightasy or Tigersan into creating some Muscle definition and muscle tone sliders for the new base shape.... or maybe something from Blabba's Citrus body could be incorporated as it was sectional (arm's, torso, thigh, butt, calf) style morphing.... To be honest I really like the sliders for JaneBod (especially the extra ones that Tigersan created that are added into the later versions).... But that's FO4 stuff (If I could I'ld probably take the JB mesh and convert it to the CBBE UV map can call it a day.... but that would be lazy). Muscle definition sliders don't work in the Skyrim engine (new or old), I'm afraid. It only works in FO4 because there the mesh normals are used for bodies as well, but Skyrim still only uses the object space normals. Object space normal maps mean, that no matter what shape you make the geometry of the body have, the lighting will never change (you won't actually see the muscle definition in-game). You can see bumps if you look at it from the side, but the lighting won't adapt. So you still need muscle maps for that in Skyrim.
yatol Posted October 15, 2016 Posted October 15, 2016 The question is how much would the community support (or piss all over) a complete remake of CBBE for Skyrim instead of trying to make something old look better, why don't you just replace it with something less old
ousnius Posted October 15, 2016 Posted October 15, 2016 Object space normal maps mean, that no matter what shape you make the geometry of the body have, the lighting will never change (you won't actually see the muscle definition in-game). You can see bumps if you look at it from the side, but the lighting won't adapt. So you still need muscle maps for that in Skyrim. Of course that doesn't mean that muscle sliders are useless, they just won't look as good as in FO4 and need normal maps to go with them.
Vortec Posted October 15, 2016 Posted October 15, 2016 Will new Skyrim CBBE have more Polygons for puffy nipples and puffy Aureoles and stuff
Jayce Dimmer Posted October 16, 2016 Posted October 16, 2016 What I find to be lacking with CBBE, is that the sliders are mostly geared for similar body types. Making a chubby body, for example, doesn't really turn out that well. FO4's CBBE was quite a bit better with the muscular stuff, which is decent. A larger variety of 'em woulda been welcome. Un-hardcoding the FO4 bodyslide sliders, like they were with Skyrim's, would be much better if you ask me. Being able to just nab a few slider files and edit a couple .xml files to get it going was dandy. But aye. More extreme-y sliders would be dank. Did a fairly hackish attempt at that for Skyrim: http://www.nexusmods.com/skyrim/mods/59876/?
zzz72w3r Posted October 16, 2016 Posted October 16, 2016 The current base shapes of CBBE and UUNP are just plain too big and ugly. I don't care about compatibility this time, you would just have to use conversion references. Now that Outfit Studio is a bit more stable than in 2013, it should work out just fine. I want this to be a fresh start, if we do it. Yes, please,by all the gods please go for quality over compatibility on this round.
SlapMeSilly Posted October 17, 2016 Posted October 17, 2016 I won't be porting UUNP to SSE myself. It might be customizable like crazy and work well by now, but it has way too many sliders. With something like the FO4 CBBE's sliders (and maybe just a FEW additional ones), you should be able to create a lot of the shapes that you can with UUNP. That doesn't mean UUNP is dead for SSE (see TL;DR below). Too many sliders. Lol. Jane Bod anyone? All kidding aside, the whole point of BodySlide is customization, so sliders are our friend. I get your point though. Converting all of that would be a plain out nightmare.
fair5210 Posted September 2, 2017 Posted September 2, 2017 Does anyone know if there is a high poly mesh CBBE body available? With Bodyslide support The one that comes with Bodyslide has very few vertices. I am trying to build a custom CBBE-based body, but the mesh does not look smooth.
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