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Modifying Oblivion base upper body/lower body meshes.


NikhilR

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Hi,

could any one outline the steps used to modify these meshes using 3ds max.

This is what I do, and the problem is that when I get them back into the game, the upper body no longer aligns with the lower body and there is a very visible gap between them at the seam.

 

Steps:

1) Import only meshes (no skeleton, no skin)

2) convert to polygon, use paint deformation tool to change shape (very slightly, no major manipulations)

3) import lower body mesh with skeleton and skin modifier

4) use skin wrap modifier to adapt skin to modified mesh

5) check deformations

6) export to nif and get it in game.

 

While help specific to 3ds max is requested, links to comprehensive blender tutorials in this regard are also appreciated.

 

Picture (of the problem)

the picture is a repost. The last topic didn't describe the issue properly.

 

Regards.

Edited by NikhilR
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Howdy!

If you look at the meshes in max, you see tthe mesh is not connected! This is what's causing the missaligment.

Conncect the double vertexed, simply by outlining the whole mesh in vert mode, and click "weld" with a relatively small number. Then rig it again.

 

How I do it:

 

I import the mesh.

I connect the whole mesh.

I do what I need to do.

I rig it.

I export it.

 

These meshes are old and really not optimized. They are broken near UV edges, if you check the UVW. So, fixing that is a must.

 

I believe that should fix it.

 

Cheers,

Matth

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Howdy!

If you look at the meshes in max, you see tthe mesh is not connected! This is what's causing the missaligment.

Conncect the double vertexed, simply by outlining the whole mesh in vert mode, and click "weld" with a relatively small number. Then rig it again.

 

How I do it:

 

I import the mesh.

I connect the whole mesh.

I do what I need to do.

I rig it.

I export it.

 

These meshes are old and really not optimized. They are broken near UV edges, if you check the UVW. So, fixing that is a must.

 

I believe that should fix it.

 

Cheers,

Matth

 

Hi Matth,

 

Thank you for replying

3ds max didn't quite work for me as I'd hoped. I just used blender and managed to get the mesh to align without a fuss.

However now I'm facing a peculiar problem,

I exported a new modified lower body and got it into the game successfully.

If you check the screenshot, you'll see that while the lowerbody is textured in the inventory menu, in game its all white!

Have I missed a setting somewhere?

If you could point me in the right direction.

 

P.s - I will use your suggestion for 3ds max also just to get the hang of working with the software.

 

Screenshot:

imageshack.us/photo/my-images/215/screenshot102tg.jpg/

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Weird error.

 

If this happened after Blender, I can not help you. I am not familiar with blender.

However, it looks like the pathing to the texture is broken, or the UVW reset/stretched.

 

Cheers,

Matth

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Weird error.

 

If this happened after Blender, I can not help you. I am not familiar with blender.

However, it looks like the pathing to the texture is broken, or the UVW reset/stretched.

 

Cheers,

Matth

 

Seems it was a fault of the game (I think) I reexported (didn't change any settings) and the texture mysteriously appeared in game.

 

P.s Also during that time, the bump map was visible (I checked with a tatooed model), just the texture turned white (but not in the inventory)

 

Also once you've welded the mesh in 3ds max. Prior to making modifications and then are done with the rigging, how do you seperate them again (since the skin modifier won't allow it.

In blender I noticed that you could join the meshes, without welding them, the then seperate them just as easily. Its like the skinning there didn't mind what modifications one did to them mesh.

In max even if I so much as touched the editable mesh with the skin modifier active, I lost all the rigging (movind skeleton bones no longer moved the mesh)

Edited by NikhilR
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You can join the meshes without welding the verts apart. SImply use the "Attach" button. And "Distach" to remove it again.

 

Tips: Look at the stack setup of modifiers. It's going to be something like

*Skin modifier

* Editable Mesh

 

Add a *Editable Poly

on top of the editable Mesh, then right click and "Colapse to".

 

Editable Mesh is old and oudated, Editable Poly is what is used now. It should work.

Otherwise, simply load up another base mesh and copy the rig again.

 

Cheers,

Matth

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