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fussionzz97

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  1. If you have created new UV's then you won't be able to use the original texture maps. You will have to re-texture everything....
  2. I personally believe Max has the superior tools when it comes to modelling while maya excels in a lot of other fields. You'll be able to model whatever you desire in whichever, but for FO4 modding I recommend Max. As you will require the Niftools plugin to import/export .nif files!
  3. You might want to look at http://wiki.nexusmods.com/index.php/Animation_In_Fallout_4 and http://www.nexusmods.com/fallout4/mods/16694/? Take a read of "IMPORTING NEW PREVIEW MESHES INTO EXISTING SCENE" and "GETTING IT INTO MAX" in the wiki guide.
  4. What game are you modding for and what are your import settings?
  5. Modding documentation/support seem to be all over the place and I'm curious to know what programs, plugins and general workflows people use for creating custom meshes (Armors, clothes, props, etc...) and getting them in-game. I myself use 3Ds Max 2016 with the Nif plugin (im aware that this isn't the official bethesda one and is very buggy), Photoshop CC 2017 with Intel's Texture works plugin, outfit studio, NifSkope and obviously the GECK. My workflow consists of - Create Armor mesh (Max, zBrush) - Rig it up by skin wrapping it to the default body in max, apply a BS Subindex modifier & export the rig+mesh as a .nif - Setup the BSLightingShadowProperty in nifskope - Send the nif to outfit studio and conform custom mesh to the base default body - Setup bodyslide support and create any zap sliders (To remove parts of the default body because doing this in max is just asking for problems) - Export the new mesh from outfit studio/bodyslide (This is the final game mesh ill upload) - Set it all up in the GECK Most of this has been discovered through trial & error. However I come across so many issues like constant crashing when working with the BS subindex modifier in max, buggy skinning when exported under .nif from max, random elements or even the whole custom mesh appearing invisible in-game (But visible in nifskope) and many other little things. My work around is simply re-export and setup everything again in the hopes it will randomly work. Any information you guys can provide will be appreciated! :smile:
  6. What I do to get symmetrical UV's is by focusing on unwrapping one side. Apply another symmetry modifier on top (Your UV's will be overlapping), select the opposite side and Tools > Flip horizontally and just weld the centres together. But in your case you wouldn't need to weld so ignore that step.
  7. Is there any documentation or tutorials for adding cloth 'physics' to a custom mesh/armor? All I could find is this http://wiki.tesnexus.com/index.php?title=Adding_physics_to_an_armour_in_Fallout_4 and well... it's not that great as its just goes over porting over existing data from a vanilla asset which will not work in my case. Thanks.
  8. Well, that explains it! Although as I've mentioned when importing any vanilla nifs it appears like so: http://image.prntscr.com/image/0f09de07904b47c7aa211e6260362e66.png and not in the negative like it previews in nifskope. So i'd still have to wing it if i were to correct it in Max? My import settings: http://image.prntscr.com/image/79515057ebfa4557a1898be60ac3cc99.png After tinkering around I've imported both the vanilla mesh and my custom mesh into bodyslide and i'm just awkwardly lining it up in there. How are you guys accomplishing this?
  9. But isn't that Max doing the right job by importing & exporting all on 0,0,0 above the grid instead of below? Might have to tinker around a bit more... Thanks for your reply's :)
  10. Yes, when I first started out the imported rig/mesh was on 0,0,0 and that's what I built around. My meshes are zeroed out with the pivot at the feet. http://image.prntscr.com/image/0caa22c0a1714e8ab6b8257827f313ab.png The problem is why are all the other Nifs (FO4 and other mods) under the grid? I've tried manually adjusting the transform in both nifskope and bodyslide but it's not perfect and the way I'd like to do it.
  11. I'm facing a problem with my custom meshes/nifs when exporting them from Max. So this is my mesh that I've exported from max viewed in NifSkope http://image.prntscr.com/image/e49d365e49094ce68518816e9eeef225.png and this is just the vanilla vault suit extracted from FO4's files http://image.prntscr.com/image/d5b68908175c4a9b9491696f3ac401f9.png You can see one is above and the other is below the grid. I continued to work on my mesh assuming it was fine because it's correct for it to be above the grid in every 3D application as below is in negative space. I later looked into this and found out every nif (in FO4 and other mods) is below the grid and working with bodyslide my mesh is offset to all the templates making the process very horrible. What I find odd is the mesh is perfect in-game. Could anyone explain how and why its like this? Export settings: http://image.prntscr.com/image/049de7caca18441aa31043f5d11bdf7a.png Thanks.
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