Silvist Posted November 11, 2016 Posted November 11, 2016 Honestly Ousnius, I've worked with pretty much all body types since the release of Skyrim. The biggest difference with UNP is obviously the UVMap, and that also adds a huge amount of detail to how the textures work with it. In terms of the old outfits not working, yea that will be annoying but this has happened since Skyrim's release. There's actually alot of old outfits out there that really need to be redone anyways. If you just look at the base meshes that vanilla Skyrim has for the vanilla armors, you can see what I mean. You can only alter those so far, before they become deformed. Plus when you add weight to them, they bend like shit (due to the low amount of poly's) What i wouldn't mind knowing is the limit of polygons in SSE. If this is much higher, I'll be "msmoothing" the shit out of alot of things I can say that from an armor making perspective, its much easier to convert armors to bodies that are closer in shape. Such as converting an armor from the old UNP to UNPB, was always super easy. I actually used to use CBBE armors as a base to port armors over to ADEC, because it was much closer in shape. I would love to see UUNP on a higher poly body, I think that would be a huge improvement overall. Of course my perspective, is that of someone who uses 3ds max ;D I vote for option 2. Otherwise the weight painting wouldn't be ass good on UUNP as CBBE, and that would be a shame
ousnius Posted November 11, 2016 Author Posted November 11, 2016 Does anyone have a copy of v2.7.5 kicking around? Nexus link is gone and I need the old "Copy Bone Weights" tool. The new one doesn't buffer around the target vertices enough. No uploads of old versions, sorry. The new copy bone weights has options now, you can change it to be the exact same as it was before with the two values. If something is so far away so the new default values don't reach it, it probably needs to be manually painted anyway. I think the old settings were 5 max vertices and a radius of 10 or 15.
ousnius Posted November 11, 2016 Author Posted November 11, 2016 Honestly Ousnius, I've worked with pretty much all body types since the release of Skyrim. The biggest difference with UNP is obviously the UVMap, and that also adds a huge amount of detail to how the textures work with it. In terms of the old outfits not working, yea that will be annoying but this has happened since Skyrim's release. There's actually alot of old outfits out there that really need to be redone anyways. If you just look at the base meshes that vanilla Skyrim has for the vanilla armors, you can see what I mean. You can only alter those so far, before they become deformed. Plus when you add weight to them, they bend like shit (due to the low amount of poly's) What i wouldn't mind knowing is the limit of polygons in SSE. If this is much higher, I'll be "msmoothing" the shit out of alot of things I can say that from an armor making perspective, its much easier to convert armors to bodies that are closer in shape. Such as converting an armor from the old UNP to UNPB, was always super easy. I actually used to use CBBE armors as a base to port armors over to ADEC, because it was much closer in shape. I would love to see UUNP on a higher poly body, I think that would be a huge improvement overall. Of course my perspective, is that of someone who uses 3ds max ;D I vote for option 2. Otherwise the weight painting wouldn't be ass good on UUNP as CBBE, and that would be a shame The vertex limit is the same as in the old Skyrim engine and as in the FO4 engine - 65535. However, having more vertices than that really isn't visible anymore in-game. And I'm not just saying that, it really isn't. Anything above 20000 already gets hard to notice for most meshes. Of course something like 3000 or 6000 is often not enough, especially for a body. However I don't think I would be editing UUNP much if at all. It'll either stay on the old Nexus or I'll port the it with the new NIF format and nothing else. We want the new CBBE to be used for SSE and be as good as possible, at least that's the plan right now. The current plan also says that CBBE will be supporting both the CBBE and UNP UV at once, using an UV slider in BodySlide.
Galvon Posted November 11, 2016 Posted November 11, 2016 Are you planning to have the old UNP bodyshapes? If your UV matches up well enough you should be able to create vector displacement maps, so it would be relatively simple to create.
Teddar Posted November 11, 2016 Posted November 11, 2016 I was about to wade into the fray and kick off about not being happy with UUNP being sidelined in favour of CBBE. Then i thought about it and i think it could actually be a good thing in the long run. My ideal play-style involves lots of skimpy versions of vanilla armors plus the usual devious devices additions (and some killer heels). Given the fact that we can expect bespoke skimpy vanilla conversions to start appearing fairly soon once the new body is available i dont think its going to be an issue for a huge number of players. Of course, those that want to run around in N7 armour firing lazers and swinging lightsabers might not be happy. But that could happen in vanilla skyrim if your favourite armor is not made for your body type. What i think really matters is animations. There are some great amours available but if your character runs like a gorilla they might just as well be wearing a gorilla suit as a fairy outfit.
ousnius Posted November 11, 2016 Author Posted November 11, 2016 I was about to wade into the fray and kick off about not being happy with UUNP being sidelined in favour of CBBE. Then i thought about it and i think it could actually be a good thing in the long run. My ideal play-style involves lots of skimpy versions of vanilla armors plus the usual devious devices additions (and some killer heels). Given the fact that we can expect bespoke skimpy vanilla conversions to start appearing fairly soon once the new body is available i dont think its going to be an issue for a huge number of players. Of course, those that want to run around in N7 armour firing lazers and swinging lightsabers might not be happy. But that could happen in vanilla skyrim if your favourite armor is not made for your body type. What i think really matters is animations. There are some great amours available but if your character runs like a gorilla they might just as well be wearing a gorilla suit as a fairy outfit. That's why I'm not decided yet. We have to give the new CBBE a few weeks and then I can see if UUNP is still needed or not, and will port it. Hopefully the UV slider, if it works well, will help.
Sybian Posted November 11, 2016 Posted November 11, 2016 I was about to wade into the fray and kick off about not being happy with UUNP being sidelined in favour of CBBE. Then i thought about it and i think it could actually be a good thing in the long run. My ideal play-style involves lots of skimpy versions of vanilla armors plus the usual devious devices additions (and some killer heels). Given the fact that we can expect bespoke skimpy vanilla conversions to start appearing fairly soon once the new body is available i dont think its going to be an issue for a huge number of players. Of course, those that want to run around in N7 armour firing lazers and swinging lightsabers might not be happy. But that could happen in vanilla skyrim if your favourite armor is not made for your body type. What i think really matters is animations. There are some great amours available but if your character runs like a gorilla they might just as well be wearing a gorilla suit as a fairy outfit. That's why I'm not decided yet. We have to give the new CBBE a few weeks and then I can see if UUNP is still needed or not, and will port it. Hopefully the UV slider, if it works well, will help. It's a good idea, With the sliders and morphing that the studio can do I never did see the point of having two versions when you guys are already working together, half my favorite armors are for unp, and the other half are from cbbe, and only half of each of them are body slide ready which really sucked. But I love you guys so much for all the hard work!
amin0 Posted November 11, 2016 Posted November 11, 2016 Is there any estimate to how long until the new CBBE is out? I know it's hard work and what you guys do is miracle work to most of us but I was just wondering how long you think it'd take to make an entirely new body mod I ask because I know Themilkdrinker makes one of my favorite body mods for Fallout 4 and he had inspiration from another body mod he did for the original skyrim and I'm guessing he's waiting for the script extender for SSE? Also will there be sliders like the one's on atmoic beauty for fallout 4 on the new CBBE? I always found it hard in the fallout cbbe to make a cbbe body with some bulk to capture a survival character and like'd how AB made it far easier to get the look (Once you turned down the boobs) Sorry for the long post and questions, Best of luck with CBBE!
Guest TKILELE Posted November 11, 2016 Posted November 11, 2016 I'm guessing he's waiting for the script extender for SSE? I don't think any body mod itself needs skse/ssese, only the ones that add body physics like bouncing butts and boobs.
sogpneman151 Posted November 11, 2016 Posted November 11, 2016 Does anyone have a copy of v2.7.5 kicking around? Nexus link is gone and I need the old "Copy Bone Weights" tool. The new one doesn't buffer around the target vertices enough. No uploads of old versions, sorry. The new copy bone weights has options now, you can change it to be the exact same as it was before with the two values. If something is so far away so the new default values don't reach it, it probably needs to be manually painted anyway. I think the old settings were 5 max vertices and a radius of 10 or 15. Okay, thanks for letting me know! Glad to know I can still replicate the old copy.
Kuunkulta Posted November 12, 2016 Posted November 12, 2016 Loving the idea of an UV slider! There's some great UNP-only textures around that are the only reason I'm using UUNP over CBBE. I've been rather worried about the choice between new better body vs fantastic old textures. Especially since I've been mixing & matching said textures and have lost track of the origin of each part making it impossible to figure out who to ask about new CBBE support
Black Jackal Posted November 12, 2016 Posted November 12, 2016 With all tr research ive been doing, I still do not know the difference between CBBE/UNP/UUNP/...etc. are they merely shape differences? If so i dont see a need for so many bodies when bodslide has so many sliders. I know i'm missing SOMETHING that makes them different but i dont know what. Ps: another question, what does a UV slider even do?
Blaze69 Posted November 12, 2016 Posted November 12, 2016 Ps: another question, what does a UV slider even do? The UV layout is the way the mesh picks up the texture. Think of it as a "map" that goes "you have to display this thing here in that part of the model" and so on. The main incompatibility between UUNP and CBBE doesn't come from the shape (since thanks to Bodyslide they can be fit to mostly any shape you like), but rather the differences in their UV layout, because if you set up a texture for CBBE and try to use it with an UNP body, UNP wil try to look for the textures in different places, and you will have areas without textures, areas where the textures for two different body parts overlap, and similar bugs. Same happens with UNP textures when used on CBBE bodies. An UV slider would change the UV layout of a mesh, so for example, if we had a "CBBE UV to UUNP UV" slider, you could use CBBE-based meshes for both bodies; you would only have to set the slider to your texture choices. You use CBBE textures? Leave the slider at 0. Use UNP textures instead? Then set the slider to 100 and your body meshes will work fine with said UNP textures. It also has the benefit of making any armor with Bodyslide files automatically compatible with both CBBE and UUNP textures, unlike now, where you have to create a conversion for CBBE and another different one for UUNP. I have to say I fully support the idea of having only CBBE-based bodies for SSE but with an UV slider to make them compatible with UUNP textures. Unifying bodies in just a single system would greatly help in reducing the division between bodytypes and the lack of CBBE or UUNP versions of many, many outfits.
Monstaah Posted November 12, 2016 Posted November 12, 2016 Ps: another question, what does a UV slider even do? The UV layout is the way the mesh picks up the texture. Think of it as a "map" that goes "you have to display this thing here in that part of the model" and so on. The main incompatibility between UUNP and CBBE doesn't come from the shape (since thanks to Bodyslide they can be fit to mostly any shape you like), but rather the differences in their UV layout, because if you set up a texture for CBBE and try to use it with an UNP body, UNP wil try to look for the textures in different places, and you will have areas without textures, areas where the textures for two different body parts overlap, and similar bugs. Same happens with UNP textures when used on CBBE bodies. An UV slider would change the UV layout of a mesh, so for example, if we had a "CBBE UV to UUNP UV" slider, you could use CBBE-based meshes for both bodies; you would only have to set the slider to your texture choices. You use CBBE textures? Leave the slider at 0. Use UNP textures instead? Then set the slider to 100 and your body meshes will work fine with said UNP textures. It also has the benefit of making any armor with Bodyslide files automatically compatible with both CBBE and UUNP textures, unlike now, where you have to create a conversion for CBBE and another different one for UUNP. I have to say I fully support the idea of having only CBBE-based bodies for SSE but with an UV slider to make them compatible with UUNP textures. Unifying bodies in just a single system would greatly help in reducing the division between bodytypes and the lack of CBBE or UUNP versions of many, many outfits. Thanks muchly for this explanation, has helped explain a lot..
Xblackstarx11 Posted November 12, 2016 Posted November 12, 2016 Is there any estimate to how long until the new CBBE is out? I know it's hard work and what you guys do is miracle work to most of us but I was just wondering how long you think it'd take to make an entirely new body mod I ask because I know Themilkdrinker makes one of my favorite body mods for Fallout 4 and he had inspiration from another body mod he did for the original skyrim and I'm guessing he's waiting for the script extender for SSE? Also will there be sliders like the one's on atmoic beauty for fallout 4 on the new CBBE? I always found it hard in the fallout cbbe to make a cbbe body with some bulk to capture a survival character and like'd how AB made it far easier to get the look (Once you turned down the boobs) Sorry for the long post and questions, Best of luck with CBBE! I wish i knew bud i wish i knew! We just have to wait just like in fallout for the skse!
Arhon Posted November 12, 2016 Posted November 12, 2016 Ps: another question, what does a UV slider even do? The UV layout is the way the mesh picks up the texture. Think of it as a "map" that goes "you have to display this thing here in that part of the model" and so on. The main incompatibility between UUNP and CBBE doesn't come from the shape (since thanks to Bodyslide they can be fit to mostly any shape you like), but rather the differences in their UV layout, because if you set up a texture for CBBE and try to use it with an UNP body, UNP wil try to look for the textures in different places, and you will have areas without textures, areas where the textures for two different body parts overlap, and similar bugs. Same happens with UNP textures when used on CBBE bodies. An UV slider would change the UV layout of a mesh, so for example, if we had a "CBBE UV to UUNP UV" slider, you could use CBBE-based meshes for both bodies; you would only have to set the slider to your texture choices. You use CBBE textures? Leave the slider at 0. Use UNP textures instead? Then set the slider to 100 and your body meshes will work fine with said UNP textures. It also has the benefit of making any armor with Bodyslide files automatically compatible with both CBBE and UUNP textures, unlike now, where you have to create a conversion for CBBE and another different one for UUNP. I have to say I fully support the idea of having only CBBE-based bodies for SSE but with an UV slider to make them compatible with UUNP textures. Unifying bodies in just a single system would greatly help in reducing the division between bodytypes and the lack of CBBE or UUNP versions of many, many outfits. Thanks for this explanation, i was about to ask the same question so thanks I do have 1 question however, Currently we have to make Bodyslide files for CBBE and UUNP but if the UV slider comes out in Bodyslide we wont have to make bodyslide files for both CBBE and UUNP but just do it once and change the UV Slider based on the body you want to use? Just trying to understand a bit better.
Blaze69 Posted November 12, 2016 Posted November 12, 2016 Thanks for this explanation, i was about to ask the same question so thanks I do have 1 question however, Currently we have to make Bodyslide files for CBBE and UUNP but if the UV slider comes out in Bodyslide we wont have to make bodyslide files for both CBBE and UUNP but just do it once and change the UV Slider based on the body you want to use? Just trying to understand a bit better. Yes, you are correct. The UV slider would be added to the CBBE body just like any of the other shape-altering sliders are (the only difference would be that this specific one would change the UV of the body instead of altering its shape). Then, when you conform an outfit to the CBBE sliders to create the Bodyslide conversion, the UV slider is added as well, so the conversion will automatically work both with CBBE and UNP textures (one conversion to rule them all, you may say ). That is why I like the prospect of such an unified body. Right now you have to choose between CBBE with CBBE textures or UNP with UNP textures, and you have to pick one, and what is available for one body may not be available for the other, and so on. With the UV slider, you just select the body preset you want, then pick the textures you like, and set the UV to match those textures. Done. That's just great.
ousnius Posted November 12, 2016 Author Posted November 12, 2016 Yes, you are correct. The UV slider would be added to the CBBE body just like any of the other shape-altering sliders are (the only difference would be that this specific one would change the UV of the body instead of altering its shape). Then, when you conform an outfit to the CBBE sliders to create the Bodyslide conversion, the UV slider is added as well, so the conversion will automatically work both with CBBE and UNP textures (one conversion to rule them all, you may say ). That is why I like the prospect of such an unified body. Right now you have to choose between CBBE with CBBE textures or UNP with UNP textures, and you have to pick one, and what is available for one body may not be available for the other, and so on. With the UV slider, you just select the body preset you want, then pick the textures you like, and set the UV to match those textures. Done. That's just great. It would probably be more like a UV checkbox.
Blaze69 Posted November 13, 2016 Posted November 13, 2016 Yes, you are correct. The UV slider would be added to the CBBE body just like any of the other shape-altering sliders are (the only difference would be that this specific one would change the UV of the body instead of altering its shape). Then, when you conform an outfit to the CBBE sliders to create the Bodyslide conversion, the UV slider is added as well, so the conversion will automatically work both with CBBE and UNP textures (one conversion to rule them all, you may say ). That is why I like the prospect of such an unified body. Right now you have to choose between CBBE with CBBE textures or UNP with UNP textures, and you have to pick one, and what is available for one body may not be available for the other, and so on. With the UV slider, you just select the body preset you want, then pick the textures you like, and set the UV to match those textures. Done. That's just great. It would probably be more like a UV checkbox. Oh, well, thanks for the correction. Yeah, now that I think about it, it would make more sense for it to be a checkbox.
Arhon Posted November 13, 2016 Posted November 13, 2016 Yes, you are correct. The UV slider would be added to the CBBE body just like any of the other shape-altering sliders are (the only difference would be that this specific one would change the UV of the body instead of altering its shape). Then, when you conform an outfit to the CBBE sliders to create the Bodyslide conversion, the UV slider is added as well, so the conversion will automatically work both with CBBE and UNP textures (one conversion to rule them all, you may say ). That is why I like the prospect of such an unified body. Right now you have to choose between CBBE with CBBE textures or UNP with UNP textures, and you have to pick one, and what is available for one body may not be available for the other, and so on. With the UV slider, you just select the body preset you want, then pick the textures you like, and set the UV to match those textures. Done. That's just great. It would probably be more like a UV checkbox. A UV checkbox would be the most ideal but the question is, can it be done?
ousnius Posted November 13, 2016 Author Posted November 13, 2016 A UV checkbox would be the most ideal but the question is, can it be done? The feature already exists since 2013, but was never used.
Black Jackal Posted November 13, 2016 Posted November 13, 2016 A UV checkbox would be the most ideal but the question is, can it be done? The feature already exists since 2013, but was never used. Welli guess nows the time!
pincopallino Posted November 13, 2016 Posted November 13, 2016 That's why I'm not decided yet. We have to give the new CBBE a few weeks and then I can see if UUNP is still needed or not, and will port it. Dont port it at all, users will always ask for idiot things like to have the body of their grandma or their dog. At least 2 weeks are not enough, wait 2 months. Focus on sliders, only 1 body mesh
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