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emmyjemmyjammy

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  1. Thank you so much ! Really appreciate it. This is good stuff to know for all my 3D work not just modding!
  2. So I'm nearing the end of the modeling stage for an outfit I'm making, I'm marking seams for my UV's. However I have a few questions based on my observations of looking at models from the game and other games. 1. I notice that for things like clothes and hair there are sometimes two sets of vertices in the same location as each other but with opposite normals. Is this to account for backface culling so that if the player sees the interior of say a skirt or hair that it isn't transparent on the inside? Do I need to implement this myself in my own models by duplicating my geometry and flipping the normals? 2. Many skirts have little "modesty panels" where the legs end, I'm guessing because it makes skinning easier so you can delete the skin mesh for the hips and avoid clipping, but when I try to make one that attaches directly to the mesh it messes up normals of the outside of the skirt. What's the best way to make these so that I can avoid clipping? 3. In the places where an object in the mesh ends like a sleeve cuff or shirt hem I notice that it's common practice to have a few faces covering the hole, is it alright to merge the vertices at the center or do I just move all of them to the same spot like artists seem to in cases like my first question? Sorry for the several questions, I didn't want to flood the forum by making multiple threads. If anyone has any insight I'd really appreciate it!
  3. Sorry! I meant that I was trying to convert hair from fallout 4. Are you saying I should just focus on making the mesh fit in blender and then check it in Nifskope? I'm also planning on trying to make my own hairs from scratch/mesh edits that would require blender and probably can't be done completely in NifSkope and what's confusing me is whether or not I should leave the meshes like they were when I imported them for my export to make sure they work okay in game. I'm not used to seeing a hair mesh so out of alignment with a head mesh when modding hair for other games.
  4. I'm experimenting with hair meshes for FNV, while I'm not super good with hair I've done a bit of 3D modeling so I'm not completely unfamiliar with modeling/uvs/skinning/rigging etc. I've used the BSA extractor to get the head meshes and hair meshes from FNV to take a look at them and got blender 2.49b with the niftools plugins and things, but when I import the hair mesh it's flipped 90 degrees on the Y axis but the head mesh isn't. I'm pretty familiar with blender and 3DS Max using y/z differently from blender and all that but I've not encountered it using different reference points withing stuff made for the same game and engine so I'm really confused. I also tried extracting fallout 4 meshes to see and they have a really similar issue plus some scaling stuff. I've used the same import settings as this tutorial here on the nexus. They don't seem to do this when I open the .nif's in NifSkope, so I'm thinking I must be missing something. I'm a bit hesitant to just transform the hair mesh to fit the head mesh and continue my editing and exporting in case there's a good reason the meshes are doing this and the GECK is applying some kind of universal transform or something. The tutorial I'm following doesn't mention anything about this issue. Does anyone have any advice?
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