LaurenXIV Posted November 28, 2021 Share Posted November 28, 2021 Hi :) I'm hoping this is the right place for my question/issue... I've never made a mod before, but I'm trying to create an armor mod from an obj file (though I have an fbx file too if I need it). I've been experimenting with Outfit Studio to try and create it. I've imported the obj file, and scaled it to (approximately) match the size to my body mod reference (UNP Skinny). I've also added the .tga texture files into Outfit Studio, using the files marked _D to the diffuse map, _N for normal, _S for specular, etc. I first had a problem where the outfit would have the right colors and textures, but everything would appear equally shiny, like plastic (even though the texture should be cloth/metal), but I solved it by changing the normal texture to the files marked _MNMask, so everything looks ok now. I'm not 100% sure it's right, but it looks fine to me. But I have another issue. Or I think it might be an issue. The armor/obj doesn't really fit the body reference. The obj file's feet/legs are slightly closer together compared with the reference, so the UNP Skinny mesh kinda protrudes from the legs, and the arms of the UNP Skinny model are positioned a little further back compared with the obj. Also a little of the reference mesh is clipping through the back/cape of the obj (or the front when I move it) My question is: what can I do to solve this, and what are my next steps? I've tried to google various things, but I haven't found a solution I can really understand :laugh: Link to comment Share on other sites More sharing options...
Hanaisse Posted November 29, 2021 Share Posted November 29, 2021 Familiarize yourself with the assortment of brushes and tools in Outfit Studio. You'll need to manipulate your mesh to fit around your body with the Increase or Decrease brushes for example before you weight paint your outfit. As for your textures, you need to convert them to the game's .dds format before they'll be usable, plus you'll need to apply proper Shader options in NifSkope once you've exported your mesh to a .nif file. Link to comment Share on other sites More sharing options...
LaurenXIV Posted November 30, 2021 Author Share Posted November 30, 2021 Familiarize yourself with the assortment of brushes and tools in Outfit Studio. You'll need to manipulate your mesh to fit around your body with the Increase or Decrease brushes for example before you weight paint your outfit. As for your textures, you need to convert them to the game's .dds format before they'll be usable, plus you'll need to apply proper Shader options in NifSkope once you've exported your mesh to a .nif file. Thank you so much for your reply :smile: I've tried to play with the brushes/tools in outfit studio to move/shape the mesh, and while I can cover the areas where the body reference clips, I haven't been able to figure out how to position the mesh better to fit the reference. Do you have any tips? Link to comment Share on other sites More sharing options...
Sphered Posted November 30, 2021 Share Posted November 30, 2021 For mild tweaks you can instead make a small edit to the skin data in nifskope. Much easier, faster, and more sane Like there on left thigh you have a gap. You can go into LThigh under SkinData under DismemberInstance, and tweak position and rotation a skosh. Boom gap closed job done Keep backups. Do this anytime you are editing meshes, but yeah... you dont have to be a 3D modeler or suffer. Skope is handy for that middle ground Link to comment Share on other sites More sharing options...
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