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RedKnight

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  1. did you ever figure out? having this issue as off recently as well Reshade issue Fix: https://www.nexusmods.com/fallout4/mods/22029?tab=description
  2. For all the PM'ing people, I'm just going to link this page. The reason it was taken down was either Jeir or Ous reported the mod for me not contacting them before uploading it, and that's that. I do not support Maximum CBBE or answer any questions about it any longer, however, multiple places have uploaded the latest version. But do not despair, I have in my "to do" list a new body project. If you follow StaticPhobia2 (me) at LL, you'll see the progress on that... assuming I'm not banned anytime in the near future. --- End --- Side note for other aspiring 3D modelers: Any issues it had were due to non-completion. Topology had nothing to do with it, and since this is a commonly misunderstood thing about would-be modders, I'd like to share my knowledge with you and all who are under the misconception that all meshes need to be in quads: Quadrification is the collage way of doing things and in most cases is the best way of doing things. This is because a quad balances out input data from the DirectX API evenly. Meaning height maps, bump maps, occlusion maps, normal maps, specular maps, sub surface maps all give similar visual representation with the same input numbers (Lighting stats I.E.). If you have topology like Picasso, you'll have a very uneven surface, visually, even though your diffuse map will look correct in the render window of your 3d modeling program. The other reason you'd want to quadrify is that if you were to apply morphs, like phonemes, or extrusions, or deformations. The proper topology will yield natural results. Picasso topology will look edgy and uneven. In most cases, you'll want to stay with quadrification, but in the Maximum CBBE case, NURMS generate triangles work fine, in fact, better than fine. They look even better than quadrification at a very comparable polygon-count cost, given their layout. The reason for this is that each vertex of the CBBE body divided evenly into equal sized polygons. So the animations worked great, the deformation worked great, and the weighting worked. The only problem was the pelt seams for the UV map and just the UV maps in general. The first truth is, no matter what you do to a model, if it's a substantial enough edit, you're going to have to redo the UV mapping, it's just has to happen. The 2nd truth is, deforming parts need much more polygons, and the whole body deforms. The final truth is, it takes a lot more squares to make something look round, than it does octagons. Octagons divide into 8 polys, squares into 2, and in my opinion it takes about a ration of 1:5 octo's:quad's to look about even. In my new body, I'm experimenting with topology and deformation, as well as simplified UV maps. Either way, it should be a much more efficient use of polygons than the CBBE Max for sure.
  3. Sol's Six Thousand Implants Set race to gen3 synth, then a little texture edits to glowing eyes, works pretty well. I like adding the "synthetic body" perk from alternative start for immersion.
  4. ~ Klaatu Barada N... necktie... nectar... nickel... noodle...*ahem* ~ Someone do a mod for this already, shesh
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