dieangel68 Posted November 2, 2010 Share Posted November 2, 2010 I would like to make a "maid" type companion at some point in the future, so i'm first looking into making a "proper" maid uniform (as a first step) i'm okay with texture work but, i do not currently feel too confident about making an actual outfit from scratch for New vegas. I'm asking those who already played for a while if they saw an outfit that i could easily modify through texturing in a classic "non fetish" maid/waitress uniform. This is an uniform i made for SecondLife that i would like to reproduce in New Vegas (and improve it if i can)http://kdc.ethernia.net/wp-content/uploads/Snapshot_047.png Please note that, for now all i would like to do is a retexture, hence i'm looking for a good "base" outfit. I was looking at the "Field Hand Outfit" which technically is the closest thing to a maid uniform, but it has way too much accessories and bulk, any suggestion is apreciated. Thanks in advance everyone :) FILES RELEASED --> http://www.newvegasnexus.com/downloads/file.php?id=36476 Link to comment Share on other sites More sharing options...
coralfang Posted November 2, 2010 Share Posted November 2, 2010 Well theres the armor\republicans\republicanF_04.NIF but it has a bag...which you could just delete if you know a little of blender or 3ds...and then theres the pre-war dresses that you could retexture and do a little of normal map work to make the apron more believable Link to comment Share on other sites More sharing options...
dieangel68 Posted November 2, 2010 Author Share Posted November 2, 2010 Well theres the armor\republicans\republicanF_04.NIF but it has a bag...which you could just delete if you know a little of blender or 3ds...and then theres the pre-war dresses that you could retexture and do a little of normal map work to make the apron more believable Thanks for the suggestion this mesh is pretty much what i needed, here is the result so far... (in blue for now) http://i56.tinypic.com/1z2j68h_t.jpg http://i54.tinypic.com/30tjw3r_t.jpg The mesh is completely untouched, i tried to poke at it in nifskope, but I have no idea how to delete the bag. Is there a place with a simple tutorial (with 3dsmax if possible) for simple mesh hacking? I haven't worked before with Normal maps and the stitch lines seems a bit harsh (i have them shadowed in the texture AND bump mapped, which one should i tone down?) Link to comment Share on other sites More sharing options...
coralfang Posted November 2, 2010 Share Posted November 2, 2010 you could tone down the heightmap a little. In order to delete the bag ( since in nifskope its merged with the dress ) you need to import it on blender or 3ds, delete the bag and re-export to .nif. Read this articlehttp://www.fallout3nexus.com/articles/article.php?id=274 and theres a tutorial made by Malos that teaches how to create a cloth for FO3 from scratch but you could use it as a guide too for the skin part ( I believe you need to configure the shader for the skin parts ) Link to comment Share on other sites More sharing options...
dieangel68 Posted November 2, 2010 Author Share Posted November 2, 2010 you could tone down the heightmap a little. In order to delete the bag ( since in nifskope its merged with the dress ) you need to import it on blender or 3ds, delete the bag and re-export to .nif. Read this articlehttp://www.fallout3nexus.com/articles/article.php?id=274 and theres a tutorial made by Malos that teaches how to create a cloth for FO3 from scratch but you could use it as a guide too for the skin part ( I believe you need to configure the shader for the skin parts ) Hm i think it's only the seams that are too hard, but i baked them using tubes to get it done quick so they poke out more than they should, i need to find a way to tone them down without toning the rest down too, the apron/collar/cuffs bump is properly scaled. I tried exporting in Max (it worked fine for baking the normal maps) but i can't seems to reimport it properly, also, by exporting/reimporting, i'm not gonna lose the bone weight data (for bending properly on the charatcter skeleton)? Gonna poke a this blender tutorial and see if it help... i've never been fond of blender but well, it looks easy enough. Link to comment Share on other sites More sharing options...
coralfang Posted November 2, 2010 Share Posted November 2, 2010 You could try the nvidia dds plugins or nDO for touching up the normal map without having to re-bake it. As for the bone weight, Im still learning blender and how to model so Im not confident enough, but when you import it on blender you shouldn't lose the data, so you would only need to delete the bag and the bones, then on object mode select everything ( dress, skin parts, meatcaps ), import the skeleton.nif (character/_male/skeleton.nif ) with the "Import Skeleton Only + Parent Selected" option. Since you should still have the bone weight data, it would re-rig the dress properly. Then deselect everything, select the skeleton, go to pose mode, test it to se if its rigged... Then select the entire skeleton and then file > export as nif and use the config on the article I linked before. Link to comment Share on other sites More sharing options...
dieangel68 Posted November 2, 2010 Author Share Posted November 2, 2010 I'm following the Blender tutorial.. I don't know what i'm doing wrong but I think I spent enough hours on this for today... Is there anyone here who work with 3dsmax2010 instead of Blender i'm completely lost in Blender and i'm probably doing some very stupid things... Link to comment Share on other sites More sharing options...
dieangel68 Posted November 3, 2010 Author Share Posted November 3, 2010 A little update on today's work, i finally got a proper exporter for 3dsmax2010 and managed to delete the offending "bag" and assign unique textures to the mesh, create a new outfit in the game and a container to house it near goodspring (basics i know but i'm pretty happy about it) A few extra screenshots now that i also have a camera mod. http://i55.tinypic.com/4j74tz_th.jpg http://i53.tinypic.com/1585h1g_th.jpg http://i56.tinypic.com/jue0dl_th.jpg Also reduced the texture from 2048x 2048 to 1024x1024, i will have to tweak the UV map later to make a more efficient use of the texture space, right now it's only using maybe half of it. I've been trying to make a matching headband (i know typical stereotype) following a tutorial about helmets, i couldn't create the root bone for it in Nifskope (i can't stand this program...) so i basically used another hat (the hockey mask) and replaced it's mesh and textures by my own, what is really weird is that it displays fine in nifskope, 3dsmax (yes, i did a reset xform), and the geck, but ingame it's rotated 90°, also each time i wear it it moves my character's hairs down and show a portion of skull. I used the woman's straw hat as initial item and replaced the model, is there something i should check in the geck to fix the hairs issue? for the orientation i COULD just rotate it 90 degrees in max, but i would rather like to know when this 90° offset appeared here is the problem i have: http://i55.tinypic.com/2zq7tb5_th.jpg Link to comment Share on other sites More sharing options...
dieangel68 Posted November 3, 2010 Author Share Posted November 3, 2010 Oookay the weird orientation of the hat is fixed thanks to the conformulator and FO3Edit to remove the junk. But it's still pushing the hairs down in the head... any idea? Link to comment Share on other sites More sharing options...
dieangel68 Posted November 4, 2010 Author Share Posted November 4, 2010 Turns out that depending which "wearable" slots you activate in the G.E.C.K will determinate how the object deal with hairs, if you chose "headband", it doesn't do anything (that's what the welding masks use) what i only realised now is that 'Hat' will nudge your hairs down a little so the hat you are wearing can sit more easily on top of them. Now i've a a maid npc with pretty much no scripting attached to it roaming around the Prospector Saloon, here is the result, i think i'm pretty much done on this style, http://i56.tinypic.com/vpdctg_th.jpg http://i55.tinypic.com/2u4u2d5_th.jpg Next step: Add more color variations and fix a few texture issues here and there. Question, i haven't touched the mesh in any way, so maybe it's due to the type 3 body? (but i do not recall that body replacers modify clothing meshes) I have a weird clipping where the collar meet the neck. That's a bug of the game? Link to comment Share on other sites More sharing options...
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