Tigersan Posted May 23, 2010 Author Share Posted May 23, 2010 Separate the OBJ pieces to match the separate pieces from the NIF version. (Edit Mode, select the desired verts, press "P" to move them into a new object. The "L" key comes in handy when separating objects that were once separated before) how did it take you 30 minutes? Only separating those pieces took me about 3 hours because of selecting the whole thing face by face :/ heheWhen I was in Edit Mode for the upper body, I put my mouse over one vertex in the arm and pressed L which highlighted the entire arm. I then put my mouse over one vertex in the other arm and pressed L which then highlighted that entire arm. With both arms selected, I pressed P which moved it into its own object. I got out of Edit Mode and renamed the arm object to "Arms." Same procedure for the bra and underwear. It took about 60 seconds to separate everything and name the new objects to match the vanilla Oblivion mesh. LHammonds LOL maybe i should do those video trainings before i start doing anything else HAHA Link to comment Share on other sites More sharing options...
LHammonds Posted May 23, 2010 Share Posted May 23, 2010 LOL maybe i should do those video trainings before i start doing anything else HAHAJust keep in mind that there are a TON of things Blender can do which does absolutely NOTHING for the Oblivion modding process. Techniques to manipulate a model, navigate Blender, UV Maps and applying texture files are very helpful. When Blender tutorials start covering the game engine, material compositing, logic, scripting, lighting and renders, those are topics that can be safely ignored. There are VERY few things you touch in the Materials setting to get a texture applied to a model and I have actually created a video tutorial on just that. Although, what you did to import the Oblivion model to make changes and export back out would make for a great tutorial...because it seems like you turned the bland female figure into a hulk very quickly. :thumbsup: LHammonds Link to comment Share on other sites More sharing options...
Tigersan Posted May 23, 2010 Author Share Posted May 23, 2010 Separate the OBJ pieces to match the separate pieces from the NIF version. (Edit Mode, select the desired verts, press "P" to move them into a new object. The "L" key comes in handy when separating objects that were once separated before) how did it take you 30 minutes? Only separating those pieces took me about 3 hours because of selecting the whole thing face by face :/ heheWhen I was in Edit Mode for the upper body, I put my mouse over one vertex in the arm and pressed L which highlighted the entire arm. I then put my mouse over one vertex in the other arm and pressed L which then highlighted that entire arm. With both arms selected, I pressed P which moved it into its own object. I got out of Edit Mode and renamed the arm object to "Arms." Same procedure for the bra and underwear. It took about 60 seconds to separate everything and name the new objects to match the vanilla Oblivion mesh. LHammonds Those tutorials are useless they teach me using Blender but not specifically what i need to do this. The point 5 totally bums me outI have no idea what to do there are some kind of blocks. God this program is THE most confusing software on earth. I assign the texture but the model is black, I dont know what the hell is going on. Are there any tutorials that specifically show how to make a new character for oblivion from start to the end? its like all those othertuts dont show what i need to do the points you laid out ... :( Let me know if you would have some time to get me through all of this on skype if possible after i do this once ill have no problemdoing it as many times necessary for me to tweak the model. [EDIT] YES! I made it haha! Thanks for your help and patience it works the modded oblivion mesh however it comes apart atseams when shes in the fistfight stance the arms move away from the torso, it creates a small split. Can it be fixed by tweakingweights ? Link to comment Share on other sites More sharing options...
LHammonds Posted May 23, 2010 Share Posted May 23, 2010 Thanks for your help and patience it works the modded oblivion mesh however it comes apart atseams when shes in the fistfight stance the arms move away from the torso, it creates a small split. Can it be fixed by tweakingweights ?Yes. The weight values on the overlapping verts need to be identical...otherwise you get the tearing effect. LHammonds Link to comment Share on other sites More sharing options...
might255 Posted May 24, 2010 Share Posted May 24, 2010 No offense i'm just saying, the man-boobs looks like what a woman has, so you might want to take the size down a bit on that... Link to comment Share on other sites More sharing options...
Tigersan Posted May 24, 2010 Author Share Posted May 24, 2010 Thanks for your help and patience it works the modded oblivion mesh however it comes apart atseams when shes in the fistfight stance the arms move away from the torso, it creates a small split. Can it be fixed by tweakingweights ?Yes. The weight values on the overlapping verts need to be identical...otherwise you get the tearing effect. LHammonds I noticed that my nif's after putting in game produce lighter texture, the one you made produces correctbrightness. Hands head and feet dont match the ones i made recently http://www.tigersanphotography.com/Amazon.blend Would you pls take a look and tell me what am i doing wrong? Link to comment Share on other sites More sharing options...
LHammonds Posted May 24, 2010 Share Posted May 24, 2010 All materials that are skin need to have the name "skin"...if the material uses different texture files and has to be different material names, use the dot notation like "skin.001", "skin.002" and the NIF export tool will combine the names as "skin" upon export.I believe with bodies, it is important that the NiTriStrips (objects) be named correctly...like upperbody and lowerbody. You can also name multiple pieces in the region using colon notation such as upperbody:001, upperbody:002It does not really matter what material color settings you use in Blender (Col, Spe, Mir) but after export to NIF, one of the steps I do is to set all materials to the standard white, white, black, black (Ambient, Diffuse, Specular, Emissive)When in doubt, look at how the originals are configured and named and mimic those. LHammonds Link to comment Share on other sites More sharing options...
Tigersan Posted May 24, 2010 Author Share Posted May 24, 2010 No offense i'm just saying, the man-boobs looks like what a woman has, so you might want to take the size down a bit on that... Yeah that model was just for kicks now im making a new one more toned down in size more realistic and making2048x1024 maps for it normals and textures should look awesome :). I like warrior women to look like they could actually swing that two handed sword or a hammer. Hate when fighting womenlook like playboy bunnies. Thanks for the input tho hehe. Link to comment Share on other sites More sharing options...
Tigersan Posted May 24, 2010 Author Share Posted May 24, 2010 All materials that are skin need to have the name "skin"...if the material uses different texture files and has to be different material names, use the dot notation like "skin.001", "skin.002" and the NIF export tool will combine the names as "skin" upon export.I believe with bodies, it is important that the NiTriStrips (objects) be named correctly...like upperbody and lowerbody. You can also name multiple pieces in the region using colon notation such as upperbody:001, upperbody:002It does not really matter what material color settings you use in Blender (Col, Spe, Mir) but after export to NIF, one of the steps I do is to set all materials to the standard white, white, black, black (Ambient, Diffuse, Specular, Emissive)When in doubt, look at how the originals are configured and named and mimic those. LHammonds Once again thanks for your help theres no way id do it without your help!!!heres few screencaps... finished at 4:30am, those normal maps and texturestook me hours to draw. http://www.tigersanphotography.com/OScreenShot0.jpghttp://www.tigersanphotography.com/OScreenShot1.jpghttp://www.tigersanphotography.com/OScreenShot2.jpghttp://www.tigersanphotography.com/OScreenShot3.jpghttp://www.tigersanphotography.com/OScreenShot4.jpghttp://www.tigersanphotography.com/OScreenShot5.jpg I know she cameout huge, i wanted to make her look more "Human" lolbut i like how she cameout. Now i gotta try and figure out how to rescale some armors for her :P How do i go about that ?I presume the process is simillar i have to import the armor with the body and do all the stepsright? Link to comment Share on other sites More sharing options...
Tigersan Posted May 25, 2010 Author Share Posted May 25, 2010 Modified iron cuirass to fit her. :) its fun!http://www.tigersanphotography.com/OScreenShot10.jpghttp://www.tigersanphotography.com/OScreenShot11.jpghttp://www.tigersanphotography.com/OScreenShot12.jpghttp://www.tigersanphotography.com/OScreenShot13.jpg Do you know any tutorials on TES construction set, i will make an armor and i needto learn how to make it useable in game, for example so that my race starts with it ininventory. Totally new armor new mesh new textures (blender part i already got)just the scripting part in TES Construction set, scripting setting parameters andmaking it appear in the inventory at the start of the game. I tried to find tuts, buthavent found any that would get somewhere most of them are generally teachinghow to use TESCS Thanks :) Link to comment Share on other sites More sharing options...
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