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@Woz616

"One crit would be that the face seems a little bubbly. not sure if this is due to the shinyness or the mesh. Either way, this will be getting my download."

What do you mean? Please be more specific, don't get me wrong, I just want it to look right. Especially for people who got the helmet design memorized from playing alot of MGS. Do you mean the moel is too round? I tried elongating, stretching the mesh. But it seemed way out of proportion if I compared it to the vanilla head. If you were talking about the shine, what do you guys think is better; glossy, matte or semi? If you know how to do that, please tell me okay? (My original normal map made the helmet look like it was made out of glass. Not very good. The normal maps you see on the screen shots above were provided by Junin.

 

@ivenoname

I really didn't know how this project would turn out when I made the post a few weeks ago. Hehe

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For anyone experiencing the same problem I had with Blender and Nifscope, I'm posting Junin's Tutorial here. Hope this helps. ;P

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Step one: open the grey fox nif and whatever nif you’re going to paste into. (note) make sure that the helmet nif you’re pasting to has the skininstance and that the ninnodes match the (power armor) helmet for example. The order that nodes are in does not matter.

 

Step 2: Right click on the Nitrishape (not the Nitrishapedata) of the greyfox helmet nif then scroll down to block, then copy branch. Then past the grey fox Nitrishape into the block list of the power armor helmet. (NOTE) paste it into the white space in the block list. Don’t paste into the Ninode. You should see that your Nitrishape is outside the tree and your mesh should not show up on the display.

Step3: click on the Ninode at the top. Go to the Block details and scroll down to Children, click on the plus sign. Look at the children listed there and find the one for the power helmet Nitrishape. It’s called PAhelmet. For me it’s #1. Double click on it and replace the number 1 with the number of your grey fox Nitrishape. For me it’s #22. When you do that you will see your mesh appear in the display window and the power helmet disappear. If your texture is not loaded, load it. Click BSShadeTextureSet. Go to the textures in block details and load the tex and then the normal map, then glow map.

The Nitrishape for the pwhelmet is still there but it’s outside the tree. Erase it (Block remove branch.

 

Step 3: now comes the important part. Right click on your Nitrishape (Nitrishape not Nitrishapedata ok) scroll down to mesh then scroll to Make skin Partition and click that. A window will pop up saying stuff like Number of bones per vertex bla bla b… make sure that the box next to stripify triangles is checked then press ok.

Now right click your Nitrishape again and update the tangent space. The mesh should now be ready to go into the game, but there are some things that you should do to it first. Click the pallet next to the NimatirialsProperty, erase whatever name is at the top leave it blank. If you want the glow map to work, you have to move the Emissive color slider to the right towards the white part of the triangle. You can play with the gloss slider depending on your taste. When you’re done press accept. Get rid of the Nitrishape for the MeatCapneckhead. You don’t need it.

 

Step: 4 change the TSpace flag on your NitrishapeData to 0 in the Block details. Click on BSShaderpplaitingproperty , in the Block details go to shader flags double click on the part that sais Sf buffer, Sf shadow map, … and click on the arrow scroll down and tick SF multiple textures. Now Save.

Now go test in game

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All credit goes to Junin, if the Instructions helped you in anyway, send him thanks, kudos or a pet chihuahua. (",) hehe

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I guess semi gloss....enough to know it's metal/cermo-plastiqe.....by bubbly I would say it jut's out a skosh to much....it's suppose to be grafted onto the head.....and maybe MAYBE if you could do the original animation of how it open's? the helmet that is.....Are you doing the rest of the armor to? and will it require and DLC's to work?

 

(cause due to the CRAP ECONOMY I'm kinda broke!)

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This armor looks absolutely fantastic. It's beginning to look quite like Grey Fox, however in the finished product you should tone down the normal maps.

Keep up the amazing work.

Oh, and I don't think it'll require the DLCs to work, as it's a modification of the stealth armor mesh and texture, and uses entirely custom materials, with the originals serving only as a base.

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@SaintJames420

I managed to give it a semi gloss normal map. But still seem funky to me. As for the bubbly comment, God knows I tried. But making the skull thinner makes it completely out of proportion compared to the body, and kinda morphs the design into a clown instead of a skull.

As for animation, oh yeah, that would be cool. But I'm no 3d animator yet. So we'll just have to wait and see. ;P

 

Yes I'm working on the armor right now. And yes, yes I know I said I'll make the weapons first. But those things don't really stimulate my brain as much as sketching/making human figures, etc. Plus I'm practicing my isometric drawings for work.

But no model yet, I'm still planning my approach. I'm merging designs from game concepts, resin kits and toys to make it look right. But I don't have a scanner so I can't show you. hehe I'll post something after I manage to get something done on blender.

 

@Psycho Mantis

For those who don't have/like the DLC, I sure hope so. But just in case, I'm thinking of using the antagonizer suit as base. I'll look into it.

 

BTW, did you guys see the screens for the next DLC? That looks promising, I hope Bethesda has learned from their mistakes in OA (but they are still using that radio signal poo to activate the quest).

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Its sorta hard to explain what i mean. Its easiest to see on these.

 

http://thenexusforums.com/index.php?act=at...ost&id=6876

http://thenexusforums.com/index.php?act=at...ost&id=6657

 

it starts to look bubbly near the lines that go through the mask. It might be the smoothing thats making it go like that. but as i said, it might be the shines making it look that way, in which case, i would recommend making it nearlly completely matte.

Hope thats of any help.

 

Oh and hurry up and release before my head explodes. <3

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D_Thumb, here's some pics to help get it (Close) to scale. I know it's not the same suit, but the basic mechanics are there. I can add any shot from any angle if you want, as well.

 

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/mask1.jpg

 

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/maskside.jpg

 

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/face1.jpg

 

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/faceside.jpg

 

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/plusbody.jpg

 

http://i307.photobucket.com/albums/nn291/FullMetalPatriot/bodyside.jpg

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@Woz616

It's the normal map I did. I have no idea how to make a normal map through blender. Sorry.

@SGD

That's Olga right? Kewl. Man I wish I could make textures like that, then I wouldn't have a problem with those miniscule pamel lines.

I'll make it bulky, but not that much hehe. Oh, would you mind showing me the arms, legs from different angles? Especially the back torso, I need an isometric view of that. Thanks for showing me the pics! ;)

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