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[WIP] Slooty Jumpsuit


DixiePig

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Update: Nifskope

 

http://i.imgur.com/cqcTvma.png

So it seems that nifSkope partially supports FO4 now. Excellent.
However, my grasp of .nif files isn't great. I've spent some time with it and so far I still haven't been able to get anything into blender. Looking around the niftools forums, I'm not sure that anyone has done this yet.

To get the jumpsuit into the game I need to reshape the mesh to match up with the vanilla neck and hands, and skin it to the vanilla skeleton. To do this, I need that vanilla body mesh.

This isn't my area of expertise so if anyone has had success in this area, I'd love some help. As it is, I may not be able to continue until someone posts some explicit instructions, but I'd rather not keep you all waiting.

Another thing: If I can get this out before the GECK, it will have to be a replacer. What vanilla outfit should I replace? I'd prefer to avoid common items like the vault jumpsuit. I've been enjoying the game a lot but taking it slow so I don't know the full range of options I have.

 

Cheers for the encouragement.

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You won't be able to skin the mesh you make yet, or import back to Nif. BUT, you back import a basic mesh into blender, I don't believe the scale will be correct and will be missing materials and skeleton. But useful to create your base mesh for your outfit, ready for when the proper tools drop.

 

Basically just use the export tab in nifscope to export as .obj then you can use a default import script in blender.

 

pretty sure that's the best we can do for now.

Edit: didn't see first page, Woah, mesh looks amazing. So yeah didn't realize you already had a mesh. Like I said you won't be able to get it ingame or rig it. But you should be able to match up the proportions.

Edited by PsychedelicHands
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  • 1 month later...

Update: SUCCESS

 

http://i.imgur.com/89wxyO1.png

 

http://i.imgur.com/X5uwLhH.png

 

Next I'll be adding the body parts and boots.

I have to say I'm very impressed with Caliente's Outfit Studio. I used to have to use the ancient blender v2.49 for it's .nif export scripts. The workflow was awful. This is fantastic news for the tutorial project; this will be much easier to learn.

 

The textures here have DXT1 compression. I understand that fallout 4 uses something else. If anyone knows how to get that working I'd love to hear about it.

Also, as you can see in these screenshots there are some strange shader artifacts that look kinda like normal map errors (seen here as black spots on the hip bones and weird behavior around the inner calves). I think my normal map is fine (excepting the thing about the compression method) but I'm suspicious of the specular map. According to this, the reflectiveness, specularity, and sub-surface scattering are separated into the red, green, and blue channels respectively. However, looking at the Mister Handy texture showed that the blue (SSS) channel was uniformly light-gray. Since metals should have zero sub-surface scattering, this is a little confusing. If anyone knows anything about how this works I would love some help. Once I grasp how this works, I can make a tool for the node-texturing system to bake out these channels in one easy step which will be great for the tutorial.

 

Thanks again everyone for taking an interest. We're looking at an alpha release very soon.

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Update: Progress.

http://i.imgur.com/x3a25Ut.png

 

 

http://i.imgur.com/x3a25Ut.png

 

So I looked at the histograms for a few vanilla specular maps. For some reason it seems that the red and green values are never below 50%, and the blue channel never goes under 75%. This is a little strange, as they're only using half the range. Maybe it has something to do with the shader calculations?

 

Anyway, shifting the range of my channels to match has produced working results, as seen above. It's still not behaving like I want it to, for example the specular power on the leather parts is very high and I don't know how to change it. My plan is to do a couple experiments to see just exactly what each channel is doing. If someone has already made a guide, please link it me, that would save me a bit of effort.

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Update: Nifskope

 

http://i.imgur.com/cqcTvma.png

So it seems that nifSkope partially supports FO4 now. Excellent.

However, my grasp of .nif files isn't great. I've spent some time with it and so far I still haven't been able to get anything into blender. Looking around the niftools forums, I'm not sure that anyone has done this yet.

 

To get the jumpsuit into the game I need to reshape the mesh to match up with the vanilla neck and hands, and skin it to the vanilla skeleton. To do this, I need that vanilla body mesh.

This isn't my area of expertise so if anyone has had success in this area, I'd love some help. As it is, I may not be able to continue until someone posts some explicit instructions, but I'd rather not keep you all waiting.

 

Another thing: If I can get this out before the GECK, it will have to be a replacer. What vanilla outfit should I replace? I'd prefer to avoid common items like the vault jumpsuit. I've been enjoying the game a lot but taking it slow so I don't know the full range of options I have.

 

Cheers for the encouragement.

I'm also a blender user and i managed to get the meshes from Fallout 4 into the blender, but we need unfortunately 3DS Max to import FO4 Mesh and export as FO3 mesh which can be directly imported into the Blender. If you want to know how just pm me.

 

Tools needed:

----------------

1) 3DS Max 2016(should work with older version but I haven't test it). If you are a student you can get your free version of Max directly from the homepage:

http://www.autodesk.com/education/free-software/3ds-max

 

2) 3DS Max nif plugin with fallout 4 support:

https://github.com/figment/max_nif_plugin/releases/tag/3.8.0

 

3) Nifskope NifSkope 2.0 Pre-Alpha 4 with initial fallout 4 support:

https://github.com/jonwd7/nifskope/releases/tag/v2.0.dev4

 

4) (optional) Blender for you dear blender fans like myself

http://www.blender.org/download/

 

5) (optional) Blender NIF plugin with fallout 3 or skyrim support:

http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=5823

 

or use the old Belnder version 2.49 which has more stable nif tools(This version is what i use)

http://niftools.sourceforge.net/wiki/Blender

 

It is apart of my Import/Export tutorial i corrently working on.

Edited by tumbajamba
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I'm also a blender user and i managed to get the meshes from Fallout 4 into the blender, but we need unfortunately 3DS Max to import FO4 Mesh and export as FO3 mesh which can be directly imported into the Blender. If you want to know how just pm me.

 

...

 

It is apart of my Import/Export tutorial i corrently working on.

 

 

The workflow I've been advised on uses Caliente's Outfit Studio (A utility bundled with bodyslide) Which imports an .obj and can copy bone weights from the CBBE body, then export a .nif. it also has some painting tools for touching up on bone weights. Ideally I would weight paint in blender, but for the moment this workflow works very well. It's far better than using blender 2.49 for nif import and export.

 

I have been having trouble with the specular+gloss map and have discovered that an experimental .dds photoshop plugin from intel is required to view and save *_s.dds maps correctly. So unfortunately at this stage I can't eliminate photoshop entirely, but I can have it used only as an exporter to .dds.

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