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FallenJudge

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  1. Update Time: Okay finally got some time to do gloves and the shoes. Now its time add in details woo. Also if the hands look big, there suppose to be that way. Hands get scaled down inside the engine. Most of the clipping issues are from the render being in respective. It shall all go away in the end :) Images:
  2. Okay so last year I made a set of armor that I never finished (stand-alone project) for 3D modeling practice. I've decided to use bits and pieces as well remodeling others. Then after polish it up hopefully I can release it for Skyrim yay :D. The sets true name is Overbuckled as there are a lot of those square buckles you see in the design. But the character was for is Roxaine so I'll name it after her. :) Soo far I've gotten the bra and shoulder pieces done. Of course feedback is always welcomed. -Thanks and much appreciation. Images:
  3. Well heres what its looking like soo far in game, I plan to redo the boots because i don't like them that much but its should finished soon. The trim needs to be textured along with boots. I need finish making low poly gloves then texture those too. Along with some polishing. Images:
  4. Well the suit its based of a custom fitted version of CBBE mixed with CHSBHC & my own editing. I like my characters to have fuller look at max weight. Though that's just my personal taste. The lower weight size will allow you to slim it up in game (uses lowest weight size of CBBE). I usually tend to model around max weight then fitted to the lower weight afterwards.
  5. @JanusForbeare Its not suppose to suggest anything its just the logo of the armor. Same symbol on the shoulders. Even after a second look at I still don't see what your trying to say it suggest. I think your mind is just in the gutter :P Shoulder Pic:
  6. @Ghogiel I see what you mean about fallout. Those hands are weird :P There is screen shot bellow of ebony gauntlets inside blender with the rest of my character. As you can see they are extremely big XD. @Perraine Actually the armor already has a name. I just can't say what it is. I plan to release enemies that roams around skyrim with this armor on and you have kill them to obtain it :P. (Well that's what I hope i can do). To not spoil the fun of hunting them down I'm keeping name of the armor a secret and the console IDs. Project update: Finished sculpting the shoes(well mostly)! need fix up the shin guards a bit but about it. On to the glove! :D Images:
  7. Ouch i hate starting over XD for this project it shouldn't be too hard to extend the sleeves a small bit or have rework a small bit. But thanks for the heads up. I really didn't notice the sleeve till i took second look of prototype in game shot XD. That definitely is problem that needs to be fixed XD. Also is it me or the hands look extremely disproportional in the 3ds modeling programs. They just look extremely big imo but they match up fine with the body(seams wise) and look good in game. Just really big in the 3D modelling program. Or its my mind playing tricks on me :(
  8. @Sunnie -Its "out of place" look is kinda what i going for slightly. The idea behind is that the group of assassins that wear this stuff use magic to create the extremely skintight suit that's pretty durable. Its held together by those dark lines that appear to be darts with magic. And the texture come from the magicka channeling through the suit. (Sorry its not lore friendly with skyrim, I create armor and clothes, i'm not the best at stories XD) @Pentigan -I can see green if its was just the plain body suit but i'm not sure what color the bone-looking pieces if it was the complete set. But it's definitely a thought for the plain suit(i plan to release that too). @Ghogiel -Thanks for the heads up. I haven't really thought about using dismembered partitions ill keep that in mind. Reason why sleeves are so short was because I shrunk-wrap the suit around the body and that's where body meets the hand models and completely forgot to extend them XD. Thanks for pointing that out. Also I do plan to make some gauntlets and shoes though I have bit of a problem. I would like some heels(see spoilers bellow) but I refuse to shorten the calf,leg, or body. To me that kinda defeats the purpose of heels. If anyway knows any workarounds maybe that would be nice. But if there aren't ill just make them plain boots. No biggie. These concept sketches i did extremely quick on my way home from church so I didn't develop them too much. But I think i know where heading with them (enough to model them that is). Gauntlets and Boots concepts: (I'm not besst at proportions but its gets the job done XD)
  9. Couple of you saw a screenshot that i posted couple days of a bodysuit (see spoilers) and ask where you could find it. Well its was project I'm working on! I did a "one day project" and decided to expand on it. Originally what i came up with was a body suit that had hexagon pattern on it and couple of darts. But then I decided to added some white trim and call it some armor XD. So here it is! I do love constructive criticism. Don't be afraid say if you don't like something. You are allowed to state your opinion or views.:D Thanks and much appreciation.
  10. Hmm only difference i see in breast and the butt is that breast has pre-breast bone. and butt bone just stands alone. It seems when you try to move the butt bone it move the entire lower torso. I don't know that has to do with anything =d.
  11. I open the rig file you made then import the mesh separately Edit i cant weight to the butt all at(for the elves i mean), even keep weights under 3 bones. =d That's weird
  12. I just use the plan import setting, unless im using your max file which i take off cameras and skeleton as you say to do =d
  13. Hmm thats very interesting. I can test something if you want. If you still have the original 3Ds max file where you took the old body and re-weighted file before exporting. I can see if i can export it for you, maybe that will work for the meantime. I've tried taking your files and re-exporting and still have a crash. Soo that won't work. But i was able to open up your Bone rig just fine. So maybe that might work XD. Also there is chance that you could upgrade and it still not work =/. Rather make sure without a doubt that is problem before decide lay money down :P. edit also: The version i have installed is 3.7.1 apparently or that was the installer said. I'm not sure why 3ds Max says 3.7.0.
  14. Well i set veld vertices to 0 so i won't merge vertices and make the low and max file not have same vertex count which breaks the weight slider. For the file i made that i sent you, i don't think i set weld to 0 but don't remember if i did. But your vertex count on both files are the same its shouldn't effect anything
  15. I can't stop people from re-uploading my file to random places. Nor to i plan to go find them then ask them to take it down. If i take the effort to get one removed, two more will pop up. Once on the internet, always on the internet. But i have no plans to support or fix any of the problems with it.
  16. I can shine some light on what happened,due to me being the Author of the mod (the Skyrim port version). It got taken down because it use meshes that were from oblivion. And porting assets from other games are against the rules. I'm a legal person. I don't plan to re-upload anywhere sorry.
  17. Yay we are making progress XD. Okay im using 3ds max 2012 x64 Students Edition with Nif exporter version: 3.7.0f58e50 And these export settings: edit: most times i set weld vertices to 0 http://img209.imageshack.us/img209/4283/nifsettings.png
  18. Heres a file that quickly did weighted the breast(badly) of regular CBBE body. Just proof of concept. Its only the max weight file soo make sure your character weight is at 100%. The vertices that found that were bad in your file was mostly around the butt. Although i'm not sure if there is more. The but area is already weight to like 3 areas before the butt bones. It seem that you adding a fourth to list likes to break the rig. Hope this is helpful. I couldn't spend to much time as I'm suppose be doing applications XD. Such as when you weighting your bones. Make sure you check your weight table for the but vertices for any Vertex weight to more than three bones. I think what breaks it. This file only works for max weight character because i didn't do the _0 file. Here link: http://www.mediafire.com/?e2ee0zm96ek322y
  19. Its not the weights. It works fine if elf races are not nude. There is a havok dependency that gets broken adding a bone. A few of the havok files I'm unable to import nor decompile. I am guessing those files wont be available until the content creator. I'm still trying but I will provide an update and writeup tonight. Let me clarify what i mean by the weights are bad. The vertex weights inside yours nif files you created are bad. Femalebody_1.nif and Femalebody_0.nif vertex weights don't seem to work with the elven races. The reason when people aren't nude everything works fine its because they aren't using vertex weights from Femalebody files. And i have tested this by re-weighting the original CBBE file with your breast bones and all the races work perfectly fine for me. I've also notice that some of your vertex inside your files are weighted to four different bones. Which is a lot compared to normal vanilla meshes i've looked at that usual have less than three. If your not even willing to check this out I will say no more about it. I don't want to waste yours time. I'm just trying to help.
  20. Original Vanilla Meshes have Vertex weight to 3 bones at max as far i as i know(I only check one or two). Soo im assuming 2 or 3 would be the best. On Cherry's FemaleBody_1.nif file i see a couple of vertices in the butt that are weight to 4bones. Soo that might be part of the issue. But the low weight file doesn't work either. I'm check if see of those in that one. Edit: I just check the low weight file and i see same thing. Vertices in the butt are weighted to 4 bones. I'm quite a bit busy atm( got some college applications to fill out and stuff) soo i can't confirm this but i think that is the problem. Other problems like with blocking I think are probably messing up because of the weights also. Soo hopefully after some re-weighting that bug will be fixed also!
  21. Okay soo I'll shine some light on my new founding. The problem with the woodelf/ high elfs is your weights. Skyrim seems to be very sensitive to how you set up your weights. I re-weight the breast bone use one of my armors and i got it work with wood-elfs and high elfs. Its either your weights or the mesh it self. (I used the originally CBBE body which has a slightly different vertex count). But my i'm like 95% sure it is the weights. I've had problems in the past with skyrim not accepting boneweights. Also as soon i took my character clothes off as one of those races I got crash to the desktop. I hope this helps you isolate the problem. I never did find perfect solution on what works on weights and what doesn't. Some Races accept certain weights while others don't. As far as i know off.
  22. Update: Added details to the corset and create the wrist bangles. http://img716.imageshack.us/img716/7127/wip4l.pnghttp://img600.imageshack.us/img600/1518/wip41.pnghttp://img828.imageshack.us/img828/2771/wip42.png
  23. Added in the skirt and quick in-game check with 2 second texture. Also i made the trim a bit thinner to give more adult look (in-game shot is before i changed it). @thor My goal wasn't make it look Japanese looking o.O, I'm not sure if bows are what I'm looking for in this design. I was going for a elegant but sexy type look. Ingame shot of corset & Skirt Update: http://img803.imageshack.us/img803/702/wip31.pnghttp://img207.imageshack.us/img207/2853/wip32.png
  24. It is possible to get a nif file into SoftImage, but you have to import it into blender or max then export into SoftImage then vise versa to get back in the game. It a lot extra work when you want make small change plus export and import with Max and Blender aren't perfect. There are bit of "manual" editting you have to do in program called NifSkope to get them work.
  25. Essentially all 3D program are the same (for the most part) its just the interface that is different. Such as, I originally learned Blender and then went on to learn 3Ds Max and Maya with not much effort. Although I'm most proficient in blender, I can use them all because they have same basic mechanics. Taking second look at Softimage It seem like its going to make models and animations just fine (that what it said it does XD). Although the plugins to get the file(".nif", file type that bethesda uses) inside and outside 3D modeling program are for Blender 2.49b and 3Ds Studio Max. So you might want to take that into consideration.
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