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TheRealMissAmber

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Posted

I never tried going directly to OS with an OBJ. Of I'm still learning with you guys it helps a lot LL is a wealth of information.

 

I normally export from blender in Nifs now but before I would export OBJ and import them into blender. That's what I learned in my tutorial days. Going directly to OS with OBJ.... hmm

 

See now you have me like a kid that wants your candy. I want to try that out.

 

Listen I seen a comment about one sided textures in the screen shots

 

You can export BS FadeNodes with double sided textures enabled I think it works for NiNodes too and possibly for oblivion. 

 

Idk if that helps at all but I figured I would mention  it anyways

 

Posted

With .XPS and generic item mesh you can load them into blender and they are already rigged so you can try your hand at posing it to the skyrim body. I suck at it so I usually try to avoid stuff with arms unless they are short sleeved or I can whack them off.

 

Then I can use the outfits screenshot page to see what I want to keep and what I want to remove/alter. Stuff like boots will have to be broken up into 2 so you can adjust them in outfit studios.

 

Spoiler

Untitled.pngUntitled.png

 

I have even posed tentacle creatures around a body and then exported it outfit and scaled it to the skyrim body. Also did a few other creatures as well.

 

https://www.deviantart.com/myuhinny/art/20170110221223-1-656800190 

https://www.deviantart.com/myuhinny/art/20170110221240-1-656801043

https://www.deviantart.com/myuhinny/art/20170110221338-1-656801365

 

Games like fallout 3/NV and 4 can their nifs cane be loaded into outfit studios but afterwards you have to transfer everything from the nif to a new one as junk from the other game is still in the nif.

 

Fallout 3 and NV need to be run through Gerra6's pose converter first though so that it converts the body pose from their game to the skyrim pose.

 

**

 

The one sided mesh is usually caused by the author of the ported outfit by not porting out both the inside and outside layer of the model. Many times a model will have 2 layers sometimes the author will join them themselves which is nice. So if you look at a cape from the back you can see it fine but if you look at the cape from the front you can't see anything.

Posted

See this is one of said one sided pieces instead of 2 sided. From the back you can see the model but from the front you can't see the model. So this makes the wings junk and has to be deleted and thrown away.

 

Spoiler

Untitled.pngUntitled.png

 

 

 

 

Posted

Ash okay. Idk I just find it east to tick the Make double sided box on export I was fiddling with mesh's from a game called Last Chaos. Its a game I used to play but they sold the publishing license to this hack job neo-Nazi company called Gamigo so I left but some of the assets from that game have potential.

 

The development team did something interesting with the mesh's everything is symmetrical and every texture is only half of the mesh. What they did was use a mirror modifier  and stack the UV for each mesh the double sided thingy works on a few of the meshs. They have some really interesting items that can be worn on your back and that was my primary interest. That game does not use normals or specularity maps so I have to make them and that's fine. The meshs are in .BM format anyways some of the meshs have flat plain faces so you kinda have to use it. I don't like the idea of doubling face and very counts. That's just me though

Posted

Been gone a few days doing battle with new meshs and collision.

 

New software: Chunk merge.

 

Collision on point. Side note - whoever made the East Empire Kiosk was on crack. What a fucking disaster.

 

Worse than trying to reassemble a ship in oblivion. By far the most sloppy nif I have ever seen in skyrim.

 

I ripped the awning off of it for other stuff at least mine has a clean collision and the origin is centered OMG.

  • 2 years later...

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