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Skree000

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  1. Hello

    Can I use your female warpaint on my follower mod. i wll provide a link to yours if they want the males and give you full credit. The other option is to give a link to yours if the want to match the screen shots.

  2. Heres mine lol Creeper from Minecraft. Total build time, 10 hours. Lots of cardboard and duct tape http://www.youtube.com/watch?v=PbHXgJeVQMw http://www.youtube.com/watch?v=5YLsqP-AOxY Show me yours!!!!!! Lots of gaming-related costumes this year, I saw!!
  3. Back. :) Good to be back
  4. Hey,

    You don't know this but I have been a long-time fan and user of both your bright eyes and fountain of youth beauty project. Both of which I feel are under-appreciated. I am creating a new race and I would love to get your permission to incorporate your awesome eyebrows and eyes into it. I will give you full credit and post links to both of your mods. These will be used o...

  5. Hi!

    I'd like to use your normalmaps,set to 1024x1034 resolution for a custom race wip

    warm regards

  6. if the models are entirely your works, they are fine (homage or 'based-on') if any of the meshes originated whole or in part from any other game, it is strictly forbidden to upload that here.
  7. Skree000

    CBBE

    dont worry, there are other bodymods coming... Caliente was just one of the fastest to release one. think back to oblivion and how far along after it was released when some of the (to this day) popular body mods came out... we dont even have a CK for skyrim yet... the future holds a lot of body mods dont ya worry :)
  8. lol yea The big issue im seeing now, and this is a staggeringly annoying blow... Khajiit and Argonians use the same body as humans and elves....sooooo terrible... the main bargaining chip I was going by was that the texture distortion would be undetectable because I was planning on keeping textures very low detail around the main areas of deformation between morphs (bust, armpits, thighs).... however.... Effing Khajiit and their ridiculously detailed fur, and argonians and their ridiculously textured skin.... terrible... CK where are you???? i wannan change this up so bad...
  9. Looks like Max wanted to completely corrupt the skinny version, verts all over the place for no reason upon loading it up... good thing i exported just an hour ago, source files i save incrementally (not save overtop, new ones each time)... stepping back in the save history, all of them are now corrupted also... effing terrible program ugh... max i thought better of you! this is something Maya would do,.... to be safe, uninstalling and reinstalling max and niftools ><. terrible in other news, found out the neck-seam verts are all weighted 100% to Spine2 bone... interesting, that makes things easy... was wondering why the neck seam was ripping apart when i manipulated the weight slider :)
  10. im all for it, but lets get atleast this done first 8-) cool link, thanks! just exported both skinny and thick versions to nifskope, now to test in game with the Weight slider for the first time, w00!
  11. thanks, that depends on a few factors. Ideally bellas and other face mods dont have seams where they meet the body (at the neck), and have matched their textures to blend with vanilla textures there. (havent really tried out too many but im assuming they dont have neck seams), This occurs when their own custom texture does not match with vanillas, so where the two textures meet, they are different, and a seam is observed. Because im going to be matching my neck, wrist and ankle seams to blend with the vanilla textures of the head/neck, there's a very high chance of compatability. My body mesh has its own custom unwrap so this mesh will not be compatible with other FULL BODY skin mods, but in the end it should be fully compatible with Face textures from other peoples texture packs. But dont worry, i plan on releasing varying degrees of body textures, from clean to dirty etc... we'll have to see how it goes, but areas of high deformation between large and small sized morphs (ie. breasts, buttocks, armpits) will likely be victim to severe texture stretching if i dont plan out my textures properly... doing that now 8-) But fear not, I have some really slick supersecret software and tools that im pretty damn sure nobody else has that will ensure things should look good in the end lol. OH additional update: Thin version is complete except for wrist and neck vertex-matching, doing that after dinner. The Placeholder texture seems to be holding up quite well across both thin and 'thick' models... we'll have to see.. im vEry VERYYYY excited to get this to you guys, so im trying my best to do a great job 8-)
  12. there are workflow habits and knowing the softwares quirks and ins and outs helps. Its these expedious workflow tricks and tips that make things fast and easy. Due to the custom nature of 'what everyone wants to do to meshes in max', there is no way a script could possibly handle all of the choices/decisions people would make when modifying meshes. Would be the equivalent of writing a program that drew pictures, unless you feed it some pictures to draw in advance to pick from (cat, horse, tree), it would just make random scribbles. But then, you are just doing the work twice anyways right :) For example, rather than move every vert, try selecting a bunch of polygons then enable 'soft selection' mode, which will grab all the polygons around it, (can adjust this soft selection falloff, its colorized, so its easy to see), and you can make large changes to broad areas in a hurry without having to touch a million little vertices. Workflow habits and tricks will win the day here. The tools already exist, the tricks are knowing the particulars of them
  13. there is no simpler way, have to get your hands dirty in a modelling program ie max or maya if you want to manipulate the vertexes in the meshes, which thereby necessitates following import/export guidelines as well as nifskope work
  14. Probably NSFW... (butt warning!) ------- obligatory spacer space Bear in mind this is the 'large' (maximum weight slider) version of the body here. For decency reasons not showing front right now, but there you go.. some seams which im working on right now, also hands and feet havent been done yet so there are seams currently, will all be smooth and slick in no time. NORMAL maps are first-pass, these are straight from RTT from max's Turbosmoothed version just to get a good base before Zbrush now the question is, should i pack this with fountain of youth? or just make a new bodymod? Im thinking the latter incase people dont want new bodies as well as faces, all in one ---
  15. Run this process, should work for you, just got a full on body replacer working ingame flawlessly. The MOST IMPORTANT step is the final one, about the renaming of node Zero. And it has to match the mesh names of BOTH _1 and _0 versions, for the engine to know which mesh is which. Have custom mesh open in MaxImport matching Vanilla mesh with partial skeleton (remove unused bones)Skin wrap from vanilla to my ownremove vanilla meshin skin modifier on my own, remove-zero-weights, just to be safe (this seemed to stop the CTDs)export to nifskopeopen second copy of nifskope with vanilladelete material block in modifiedpaste branch of the material shader branch from vanilla to modifiedset HasNormals to none in modifiedset HasVertexColors to yes in modifiedrClick'd 'Center/Radius', Mesh>Update Center and RadiusBSDismemberSkinInstance > Partitions > BSDismemberBodyPartType set to the numbers to match vanilla, rather than whatever Max spits outIgnore BSPartFlag entries, did not seem to matter (?)Nifskope>View>Block List> Show Blocks in ListOpen the "Header">Strings arraymodify entry 0 (root node), rename it the mesh you are saving as. ie in this case, FemaleBody_0.nif, save, then change name to FemaleBody_1.nif and save as that one. I used caps to match vanilla, not sure if important
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