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Need help not sure if I'm doing everything alright I'm scared


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Posted

I've successfully created a pair of heels in Blender 2.78. I've been longing to use them in Skyrim since yesterday.

 

#1cde89792e1e8e81f9aa9718e90c4703c.jpg

d35e0f29feb7c42c54ba2e4e1dbe0a6c.png#2e71aaf68f37bb23a7a9e7e70b2fd94a4.png#3

21999e531304a21fcd38e34a380e7cdd.png#4

4b2377349cbbad57b1474ec1b9a03422.png#5

9ee7bdeac9dadb5f23fc73989dd1fde3.png#6

837b0d495dc88a0d9e3063cbf320b052.png#7

 

 

 

I've assigned each object a singular material, all uv mapped textures and there are no n-gons, no duplicate vertices, no too many polygons what not no problems

 

I've arrived to the point where I have to prepare for nif export. (Following this tutorial right here http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2

So here is what I have/prepared/done in no particular order

  • applied scale, rotation and location
  • deleted everything aside from what I need. (no cameras, no lights; just the components that make up the shoes and the feet see 'image#2 image#3')
  • smoothed shading
  • user versions under scene panel to 12 and 83
  • Niftools options in object tab set to 'image#4 image#5' for every object. Some of them had different options such as NiNode for Nif Root Node at first instead of BSFadeNode which I've set to manually because the tutorial that I've been following told me so (kinda vaguely so that's why I've doubts on this one. I have a back up of a version before I set them all the same so I can use that)
  • maximum weight applied to everything
  • the rotation, angle height location and scale are matched to another mesh from a Skyrim mod that I've been using see 'image#6' it might not be perfect but I don't mind coming back and tweaking if should there be seams, clipping or what not

 

What I haven't done that I've read around one should or stuff that I think might cause problems

  • I've not imported skeleton only + parents from the reference mesh I was using. However I can't do this on Blender 2.78 as I don't have or can't find the option to do so when I import the .nif file. 
  • Some assigned materials have more than just diffuse maps. I've included some with subsurface scattering, normal maps, specular maps. I'm not sure how can all that translate when I export into a single .nif file...
  • When exporting into a .nif file I get a few warning messages telling me how textures are being merged because they are the same blah blah
  • Also, does the name I type in the Nif Long Name section in NifTools Shader section under objects tab matter? I've wrote what I liked for each object separately

 

I've done an experimental .nif export with what I got and it was successful. The exported nif file however showed nothing but a white line with a dot at the end when opened in my NifSkope. And there is where I kinda stopped and decided to get some supervision for what I've done so far. (see image#7)

Also there are no BSLightingShader property, I am a complete noob to NifSkope but I've read somewhere that that's where some important data are supposedly stored under NiTriShapeData...

Also I'm using NifSkope 1.2.0 Alpha 2 because I had stupid bugs with 2.0.0 Alpha 6. I do however have Blender 2.49b with PyPPFFFFYY i forgot name installed, should it become a necessity.

 

 

 

If anyone knowledgeable in the art of making Skyrim mods especially some sexy heels, could point out some possible problems or guide me through NifSkope until creation kit (I think I can handle learning how to use creation kit by myself); I'd really really really appreciate it <3 I want my heels in game and I still feel so far away from that goal : ( even though essentially the models and textures (most time consuming?) are already done!

Will share the heels when done :) duh

Posted

I can guide you on NifSckope and Creation Kit but..

Though as a 3D max user, the very basic rule is to Import the skeleton first [skeleton female.nif]. When importing a nif , usually its under [sKELETON tab] with a clickable check mark [✓] I don't know Blender UI so no help with that.

Then, a reference body mesh [feet] that is rigged to the skeleton skin data.Also it will be a copy-paste object to apply weight painting on your heels mesh. [skin wrap in 3d max].

 

Second, you import desired meshes and scale them to a reference object [feet]. Feet are rigged to its skeleton data, if you're gonna import them without a skin modifier,meshes gonna be wrongly scaled and wont work as a reference object.

post-45424-0-25326700-1497757980_thumb.jpg

Red - with its skeleton skin data

Green - without

The Golden rule is always :

Blender > Import female\male skeleton  > reference object [body parts] > your new objects > scale \ weld vertices > copy weights > export.

Probably your gonna rework it, when you'll figure that out we'll continue.

 

 

 

 

Posted

I can guide you on NifSckope and Creation Kit but..

Though as a 3D max user, the very basic rule is to Import the skeleton first [skeleton female.nif]. When importing a nif , usually its under [sKELETON tab] with a clickable check mark [✓] I don't know Blender UI so no help with that.

Then, a reference body mesh [feet] that is rigged to the skeleton skin data.Also it will be a copy-paste object to apply weight painting on your heels mesh. [skin wrap in 3d max].

 

Second, you import desired meshes and scale them to a reference object [feet]. Feet are rigged to its skeleton data, if you're gonna import them without a skin modifier,meshes gonna be wrongly scaled and wont work as a reference object.

attachicon.gifbandicam 2017-06-18 10-42-43-139.jpg

Red - with its skeleton skin data

Green - without

The Golden rule is always :

Blender > Import female\male skeleton  > reference object [body parts] > your new objects > scale \ weld vertices > copy weights > export.

Probably your gonna rework it, when you'll figure that out we'll continue.

 

 

 

Thank you for your reply!

1st, of all I can always download 3D max and convert my meshes into a 3dmax file... would you recommend it? If you do I'll do it.

 

 

Anyways, when I try to import skeleton_female.nif i see nothing. But when I import the done meshes from the mod i was using for visual referenceI see this 

5acb903411ed84bf95bbdac70bd69265.pngAnd those horzontal highlighted lines are supposedly, the "skeletons" according to that tutorial I was following.....

Confusing stuff.

 

Can you show how would skeleton_female.nif look in your 3D max when you import it?

 

Thanks a thousand

Posted

I can guide you on NifSckope and Creation Kit but..

Though as a 3D max user, the very basic rule is to Import the skeleton first [skeleton female.nif]. When importing a nif , usually its under [sKELETON tab] with a clickable check mark [✓] I don't know Blender UI so no help with that.

Then, a reference body mesh [feet] that is rigged to the skeleton skin data.Also it will be a copy-paste object to apply weight painting on your heels mesh. [skin wrap in 3d max].

 

Second, you import desired meshes and scale them to a reference object [feet]. Feet are rigged to its skeleton data, if you're gonna import them without a skin modifier,meshes gonna be wrongly scaled and wont work as a reference object.

attachicon.gifbandicam 2017-06-18 10-42-43-139.jpg

Red - with its skeleton skin data

Green - without

The Golden rule is always :

Blender > Import female\male skeleton  > reference object [body parts] > your new objects > scale \ weld vertices > copy weights > export.

Probably your gonna rework it, when you'll figure that out we'll continue.

 

 

 

I just, got the 1month free trial version of 3ds Max. 

Tell me what to do teacher : P

Posted

 <3 <3 <3

 

btw here is another pair of heels I made : )

I just couldn't take it anymore searching endlessly for nice looking heels that don't make the feet look like pig trotters X( so I started making my own!

18b205d15385e5960aa8ae4ab4ef74a2.jpg

 

 

Posted

Cant record a video but, I remember Candares made for 3d mx tutorials on his youtube,you should check it out.He helped a lot of modders by it. 

 

 

 

Posted

Cant record a video but, I remember Candares made for 3d mx tutorials on his youtube,you should check it out.He helped a lot of modders by it. 

: ( come on....

 

I have 3ds and everything set up. What do I need to do?

I'm just gonna give up at this point.

Cant record a video but, I remember Candares made for 3d mx tutorials on his youtube,you should check it out.He helped a lot of modders by it. 

ok im gonna try by myself a little bit. 

Lets pretend I've converted everything into 3ds and exported it into a nif file. Will the nif file have BSLightingShaderproperties? 

Posted

Cant record a video but, I remember Candares made for 3d mx tutorials on his youtube,you should check it out.He helped a lot of modders by it. 

I've unzipped the Nif Export-Import plugin for 3Ds Max 2017 into my 3ds root folder but I get this error when I start 3ds

d0e065eb041f5c3abe007c9ac01b22fa.png

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