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Elbubsio

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  1. Hi, Yup, thanks for that, but I set the BGSM file in outfit studio too :)
  2. LOL, never mind, I'm a dimwit and forgot to do a UV unwrap before exporting the mesh to outfit studio :ermm:
  3. Hi all, Okay, so I've had a go at designing a male mesh in blender and it's all been going fine until recently when I retopologised the high poly mesh down to a lower one using a combination of the speedretopo add-on and the poly build tool in blender 2.8. Speedretopo adds a shrinkwrap, subdivide and mirror modifier to your work which you apply when you're happy with the results. Now when I export the mesh to outfit studio though, the mesh appears very shiny/glossy, like it's made of plastic and also the mirrored side is partially missing. Here's a pic to show what I mean - I've managed to get the mirrored side to show up okay, but can't seem to solve the glossiness problem, which carries over into the game and makes the character look very weird. Does anyone know what caused this to happen please? Everything was fine till I applied the retopo, but I need to do that as the current mesh is about 60,000 faces :/ Thanks in advance for any help offered :smile: P.S. - The mesh isn't finished yet, so I know the neck looks waaay to big :)
  4. Thanks for the reply. It sounds very helpful, sadly I have no idea what most of it means :laugh: I've basically just been teaching myself how to do all this by muddling through and haven't gotten that far yet. Maybe it's time to look it up. Would it need to be in ESP format to do the work in FO4edit? So far all I've done is ripped nif and turned it into an obj with outfit studio, work on it in blender and then turn back into a nif using OS Thanks again :smile:
  5. Hmmm, some progress. If I use the looksmenu and play around with the body shape, the jagged bits are more or less pronounced, especially if you make the toon heavier. That makes his belly stick out in a very angular way and jagged bits stick out all up his outer back. My guess is that this tool manipulates certain verts to change the shape of the body and because I've moved the verts around and subdivided so much, it's screwed that process up, making bits stick out where they're not supposed to. I've managed to find a spot where everything looks just about normal though, so I guess I'll have to live with that unless anyone knows how to alter that shaping process.
  6. Thanks for the reply. :happy: That was my thought too, but would it create such minor discrepancies? Also, any thoughts on how to fix it plz?
  7. Hi all, I'm trying to make a new mesh for the male body and I'm doing okay so far, except for one thing: Whenever I test the mesh in game, there are a couple of spots that have strange jagged bits of vertices/edges. The area where these happen is completely smoothed in blender and they don't appear in outfit studio. Here's my process: Import nif to OS and save as obj Import obj to blender and work on it Import obj back into OS and reconvert to nif I've tried working on the mesh several different ways, subdividing just the areas that need more detail (abs etc) and subdividing whole mesh and the result is the same. Does anyone have any idea what causes these strange jagged bits and how to fix them please? Many thanks.
  8. All sorted now. It was just 4 random loose faces hidden in the mesh. :D
  9. Hi all, Trying my hand at creating a new model for FO4 and all seems to be going well, model sculpted, seams added, UV unwrapped and looking good.....except, there are 4 tiny loose faces in the corner of the UV map (shown in images 1 and 2) and I've no idea where they fit on the model. So, my questions are: 1) How do I find out where they come from on the model? 2) Should I be worried about them at all? 3) If yes, how can I delete/attach/fix them please? Any help or advice gratefully received. Many thanks, peeps :)
  10. Hi all, Trying my hand at creating a new model for FO4 and all seems to be going well, model sculpted, seams added, UV unwrapped and looking good.....except, there are 4 tiny loose faces in the corner of the UV map (shown in images 1 and 2) and I've no idea where they fit on the model. So, my questions are: 1) How do I find out where they come from on the model? 2) Should I be worried about them at all? 3) If yes, how can I delete/attach/fix them please? Any help or advice gratefully received. Many thanks, peeps :smile:
  11. Hi again, Well, I seem to have solved my problem. it was literally down to using the newest version of outfit studio. I tried the last version instead and it's all gone through perfectly :dance: Hope that helps you too.
  12. Hi, Thanks for that. I did have a look at Elric and couldn't even figure out how to load the obj or nif files :laugh: As I said, I'm pretty sure this is the way I used to do things and it always worked before. Just not sure why it won't now :huh:
  13. Hi, I'm having pretty much the same problem, except mine is the player model and happens all the time. Check out my thread here -https://forums.nexusmods.com/index.php?/topic/8586708-weird-bug-with-modified-nif-file/ If I have any luck, I'll let you know. Appreciate it if you'd do the same :thumbsup:
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