Frankfranky Posted March 17, 2018 Posted March 17, 2018 I need new feet for my shoes. The feet I have been using from Arison_C's CHH are good, but I need different shapes so I can make strappy 7" stripper heels. Well, mb not only stripper heels. It seems all the major designers make shoes designed specifcally to cause personal injury these days. So, I took the feet I had been using (cause I know they work) reshaped the right foot (what you see is only a test version. After I get it to work I will worry about better shape, etc) then created the left foot with the symmetry modifier in 3ds max, skinned it, exported it, opened it in nifskope, gave it the working BSLightingShaders from CHH, (cause the 3ds max exporter has a habit of screwing this up) updated all tangent spaces, and put them in game (high weight only for test) If you look at the pic, the foot I shaped by hand worked fine. The foot I created with the symmetry modifier has texture issues, so presumably these are mesh issues. I have had this problem before. I have gotten around it by shaping both feet separately, but previously I was only squashing in a toe a bit or removing a chunk of foot. I always make the left shoe of my shoe mods this way without any problem. I checked and the normals are correct on the left foot. Has anyone seen this before? Anyone know what the cause is? I have attached the _1.nif . I didn't make a low weight, so if you want to test for yourself you will have to copy it and rename femalefeet_0.nif and put them on a max weight UNP body. femalefeet_1.nif
Guest Posted March 17, 2018 Posted March 17, 2018 I don't think meshes that use MSN's need normals or tangents. Don't quote me on that though but you should at least try turning off normals and tangents and making sure Model_Space_Normals is turned on in the first batch of Shader Flags. Maybe enable Vertex_Colours if it's still all dark?
Guest Posted March 17, 2018 Posted March 17, 2018 Oh also, I just had a look at it, because it uses MSN's, you'll need to flip the opposite foot's UV map to the other side. It's working properly, it just thinks it's the right foot, rather than the left from what I can see.
Frankfranky Posted March 17, 2018 Author Posted March 17, 2018 no. That wasn't it.... booo. Turning off the normals didn't break anything tho, so I think you are right about msm's not needing them. I don't know how to turn the tangents off. This doesn't sound like a good idea, but if you can tell me how to do it I will happily try. I think when I am making the foot with the symmetry modifier I am flipping the UV's, or reversing the vertex ordering ... This would explain why when I put text on the bottom of the shoe, I have to make separate UV's for each of the soles and reflect the text for the left sole. I bet this is what it is. Finding out what to do about it would be very useful..... I wonder if google knows. I doubt I am the first person to have this problem. I bet everyone that has ever made feet, or hands, or .... symmetrical stuff has had this problem. mb. I will ask google.
Frankfranky Posted March 17, 2018 Author Posted March 17, 2018 oh lol I should have read your reply.... I guess that is it. I don't know how to do that. I am sure there is a button.
Guest Posted March 17, 2018 Posted March 17, 2018 I haven't messed with UV's in 3DS Max much but I think you can select by element in the editor. Should be in the bottom left.
Frankfranky Posted March 17, 2018 Author Posted March 17, 2018 yup. this is what the problem is. I need to flip the UV's .... to the other side of the UV map ... so .... hmm... I can paste the uv channel from the working feet into the UV channel for the new feet I bet there is a 1 button solution. See if it works. Back in 5
Frankfranky Posted March 17, 2018 Author Posted March 17, 2018 grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
Frankfranky Posted March 17, 2018 Author Posted March 17, 2018 So the pic on the left is what I need the UV map to look like. This is the original working feet. The pic on the right is what I have got so far. I have flipped the offending foot's UV maps. I don't know how to reflect this across the center of the UV space so it is in the right spot for the texture maps. I posted in the autodesk forums..... does anyone know how to do this?
Alter Native Posted March 17, 2018 Posted March 17, 2018 I've never used 3ds max, but if this was gimp or ps, you could mirror the orange surrounded layer along the y-axis, which should map the red on the white lines. Afterwards you expand the layer to the full image and mirror again on the y-axis with the y-axis now being the black doted line in your image. This should give you left image... don't know for sure if it works.
Frankfranky Posted March 17, 2018 Author Posted March 17, 2018 I wish it was photoshop. I have to do it in the UV editor of 3ds max, or the uv maps won't be changed. I know! I will just paste the uv's from the working model into the modified model like I said before. When I tried it then, it looked all screwed up in max, but that was just max right. I will put it in game and it will work ......or not ..... FUCK!
Guest Posted March 17, 2018 Posted March 17, 2018 Here. Let me know if you find any seams. Or just any problems at all, really. femalefeet_1.nif
Guest Posted March 17, 2018 Posted March 17, 2018 It only took about ten minutes actually lol. NifSkope has a viewer for editing UVs and so I did like you did and flipped the one foot and moved it to the opposite side in 3DSMax and then just used the diffuse map as a guide in NifSkope. It's not perfect and having a look at it again now, it shows a few seams around the inside just a little. I was rushing myself a little bit because I didn't want you to rub your temples too hard lol. Anyway, glad I could help Consider the feet fixed, I guess! but seriously if you find problems let me know lol
Frankfranky Posted March 17, 2018 Author Posted March 17, 2018 I am just trying the same thing I moved the UV's by hand and eyeballed them into position. I am about to test my version, but I expect I will get a similar result to you. This is not what I want though. I want a way to position them exactly. I don't want a single weight test foot that is "good enough", I want sets of CBBE/UNP feet, high and low weight, with differing shapes, to fit different shoes, that are all perfect. Still this is progress, and you are a star. A bright shining star. Did I mention your hair looks nice today? Is that a new style?
Guest Posted March 17, 2018 Posted March 17, 2018 Hahaha well I'm glad I could help a little bit then. You can always export the UV template and put it on the diffuse map and then you'll be able to see precisely where it doesn't overlap if that's what you're looking for.
Frankfranky Posted March 17, 2018 Author Posted March 17, 2018 autodesk to the rescue. I can unwrap the old feet and the new feet together, then activate vertex snap and snap the new foot UV to the old one. Your hair still looks nice.
Vortec Posted March 17, 2018 Posted March 17, 2018 If you look at the pic, the foot I shaped by hand worked fine. The foot I created with the symmetry modifier has texture issues, so presumably these are mesh issues. I have had this problem before. I have gotten around it by shaping both feet separately, but previously I was only squashing in a toe a bit or removing a chunk of foot. I always make the left shoe of my shoe mods this way without any problem. Problem is, the UV are not symmetrical I've done what you tried but it doesn't work. I had to go Side on profile to shape mine. Using symmetry modifier will not work. Just had too adjust Both feet at same time. Mirror Modifier don't help either, works on shoes but not feet meshes, again the UV's aren't symmetrical.
Frankfranky Posted March 17, 2018 Author Posted March 17, 2018 6 hours ago, Vortec said: If you look at the pic, the foot I shaped by hand worked fine. The foot I created with the symmetry modifier has texture issues, so presumably these are mesh issues. I have had this problem before. I have gotten around it by shaping both feet separately, but previously I was only squashing in a toe a bit or removing a chunk of foot. I always make the left shoe of my shoe mods this way without any problem. Problem is, the UV are not symmetrical I've done what you tried but it doesn't work. I had to go Side on profile to shape mine. Using symmetry modifier will not work. Just had too adjust Both feet at same time. Mirror Modifier don't help either, works on shoes but not feet meshes, again the UV's aren't symmetrical. idk. Look pretty symmetrical to me. top left is the UV from my modified foot created with the symmetry modifier, laid on top of the UV from the original feet. They are snapped together by vertex and allign perfectly. Other 3 shots are the test feet in game. Just the Live Another Life start room lit with a torch, but if there is a seam or a gap or texture weirdness there, I can't see it. I can live with it. I haven't looked at CBBE yet. mb they are what you are talking about? I will tell you right now if Caliente has made 2 feet indiviually I will be very very surprised. Who does that? Why would you do that? If that is the case and the CBBE feet are different left to right, then the CBBE guys are getting a "close enough" job.
Guest Posted March 18, 2018 Posted March 18, 2018 If that is the case you can also save the UV map of the regular feet and then load it up on the new feet and so long as they have the same number of vertices, it should work fine. There's a lot of ways to fix this it seems
Frankfranky Posted March 18, 2018 Author Posted March 18, 2018 3 hours ago, Artsick said: If that is the case you can also save the UV map of the regular feet and then load it up on the new feet and so long as they have the same number of vertices, it should work fine. that is what I tried earlier. I am not sure exactly what I did wrong, but I screwed something up. my foot nif went from ~400kb to ~1700kb and that hideous chequered thing in the pic further up was the result. In max iit resulted in the most horrifying spiderweb of uv seams. Doubtless there is a way to get that technique to work, but there is at least one more step involved.
yatol Posted March 19, 2018 Posted March 19, 2018 On 17/03/2018 at 10:56 PM, Frankfranky said: idk. Look pretty symmetrical to me. it is left feet is just a reverse of right feet there's both for that if you feel like making left leg different from right leg if you don't do that, there's no need to keep both no right leg (or no left leg?) it's not oblivion it's just another game that use v3 (each char have his texture, too many npc in tes to do that, in tes it's supposed to be one texture per race)
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