Xaqq Posted August 2, 2017 Posted August 2, 2017 is it possible to convert a character's face/head mesh from honey select to skyrim? Honey select is way better and is way easier for creating realistic asian faces (as in non-anime, non-final fantasy, but actual asian facial features u would actually see on the streets of japan or even in japanese porn vids). Anyone know how to do this or if this is possible? I've seen custom followers like Miya (http://www.loverslab.com/topic/64460-miya-from-sa2-standalone-follower/) that has a very different head mesh/head textures that include the hair within the head texture file like this: PC_TP_Female_Red03_Face_D.dds this kind of thing leads me to believe that her head mesh was just striaght ripped out of Sudden Attack 2 and just plopped into skyrim's engine because normal head textures don't include all this shit. The same goes to all the witcher 3 followers, they all look like they were just ripped right out of witcher 3, not created in racemenu or ECE (obviously). so my question is if it's possible to do the same with Honey Select?
Akzyra Posted August 2, 2017 Posted August 2, 2017 Yes. First step is conveting the mesh to NIF with all the right setup done like bone-weights. (head is simple) But the face is still static (no blinking, moving mouth, ...) For that you need TRI files for the new mesh. If you "just" create a follower, only the expressions are needed. Edits to the shape for a standalone follower could be done on the mesh itself. For a new Race creating them all would be better, then you can adjust things like chin lenght in RaceMenu. It is a lot of work. But possible.
Xaqq Posted August 2, 2017 Author Posted August 2, 2017 Yes. First step is conveting the mesh to NIF with all the right setup done like bone-weights. (head is simple) But the face is still static (no blinking, moving mouth, ...) For that you need TRI files for the new mesh. If you "just" create a follower, only the expressions are needed. Edits to the shape for a standalone follower could be done on the mesh itself. For a new Race creating them all would be better, then you can adjust things like chin lenght in RaceMenu. It is a lot of work. But possible. so i'm guessing all this has to be done in 3ds max or blender? any tutorials out there? I'll probably be going the follower route btw
yatol Posted August 2, 2017 Posted August 2, 2017 Anyone know how to do this or if this is possible? converting an armor or converting a body it's the same (a mesh is a mesh, chair, donuts or whatever, that change nothing) but there's more to do with bodies game unload the head to keep rendering the eyes that are behind the head mesh head is still there, and when it move, game check if it can render it now clipping is a huge waste of performance, less for a head that only have 2 bones urban legend about high poly having an impact on performance come from that (problem wasn't the number of verticles, it was the weights) you need _s, _msn and _m textures for that head the one that take care of how the light render on that mesh is similar to skyrim dds, that's still not good enought and what about the body? if you load that head on skyrim body, there will be a gap between those meshes even if you snap those meshes in blender, head texture won't match the body texture
Xaqq Posted August 3, 2017 Author Posted August 3, 2017 Anyone know how to do this or if this is possible? converting an armor or converting a body it's the same (a mesh is a mesh, chair, donuts or whatever, that change nothing) but there's more to do with bodies game unload the head to keep rendering the eyes that are behind the head mesh head is still there, and when it move, game check if it can render it now clipping is a huge waste of performance, less for a head that only have 2 bones urban legend about high poly having an impact on performance come from that (problem wasn't the number of verticles, it was the weights) you need _s, _msn and _m textures for that head the one that take care of how the light render on that mesh is similar to skyrim dds, that's still not good enought and what about the body? if you load that head on skyrim body, there will be a gap between those meshes even if you snap those meshes in blender, head texture won't match the body texture ty for this general rundown explanation. What i'm wondering is teh technical aspect of this. So if i sucessfully rip a head mesh from another game, so i have to into blender to do some technical stuff so expressions work?
zzz72w3r Posted August 3, 2017 Posted August 3, 2017 Me4Fan left a video of how he did it: http://www.loverslab.com/files/file/121-me4fans-companions/
NightroModzz Posted August 3, 2017 Posted August 3, 2017 Yes. First step is conveting the mesh to NIF with all the right setup done like bone-weights. (head is simple) But the face is still static (no blinking, moving mouth, ...) For that you need TRI files for the new mesh. If you "just" create a follower, only the expressions are needed. Edits to the shape for a standalone follower could be done on the mesh itself. For a new Race creating them all would be better, then you can adjust things like chin lenght in RaceMenu. It is a lot of work. But possible. so i'm guessing all this has to be done in 3ds max or blender? any tutorials out there? I'll probably be going the follower route btw It's much easier to move verts around in Zbrush than it is Blender, which can cause some scrunches in edited areas. All you need is the move bush. Then auto morph the rest of the TRI files from the new base in BodySlide&OutfitStudios. I myself make use of masking and polygroups for editing Khajiit heads. Try the free 45-day trial.
Xaqq Posted August 4, 2017 Author Posted August 4, 2017 Yes. First step is conveting the mesh to NIF with all the right setup done like bone-weights. (head is simple) But the face is still static (no blinking, moving mouth, ...) For that you need TRI files for the new mesh. If you "just" create a follower, only the expressions are needed. Edits to the shape for a standalone follower could be done on the mesh itself. For a new Race creating them all would be better, then you can adjust things like chin lenght in RaceMenu. It is a lot of work. But possible. so i'm guessing all this has to be done in 3ds max or blender? any tutorials out there? I'll probably be going the follower route btw It's much easier to move verts around in Zbrush than it is Blender, which can cause some scrunches in edited areas. All you need is the move bush. Then auto morph the rest of the TRI files from the new base in BodySlide&OutfitStudios. I myself make use of masking and polygroups for editing Khajiit heads. Try the free 45-day trial. WELP i got fucked. i need 3dsMax in order to use NinjaRipper to rip the models from the game. I'm too much of a noob and i'm not gonna buy another 3d program to do this =.=". I literally just bought 3DCoat and Modo for my concept art work, still saving up for Octane Render. can't spend money on 3ds Max . I'd be willing to commision someoen to do this but i don't know anyone who is capable/willing to do it.
NightroModzz Posted August 4, 2017 Posted August 4, 2017 WELP i got fucked. i need 3dsMax in order to use NinjaRipper to rip the models from the game. I'm too much of a noob and i'm not gonna buy another 3d program to do this =.=". I literally just bought 3DCoat and Modo for my concept art work, still saving up for Octane Render. can't spend money on 3ds Max . I'd be willing to commision someoen to do this but i don't know anyone who is capable/willing to do it. NinjaRipper? Just use Nifskope (it's free) and go to file>export>export as OBJ. You can practically import and export an OBJ from any (most) 3D applications. Well, that's how I do it anyways. I don't handle this part, but you will need another applications like Blender + plugin to turn them back into a NIF though. Might I suggest that if you morph heads, you morph from the Citrus Heads. Also, some of my work. 3D coat is a good choice, and was interested in it for retopology, but gonna go with Maya's Quad Draw (also rigging and animation). Also think (if you want a cheaper variant) Zbrush Core for a little over $100 would go good with it. 3D Coat is also good for texturing, but I use Substance Live for $20 a month (not that I make much use of it yet), which is now pretty much the industry standard for texturing.
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