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Madae

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Well, we probably won't see "the" body mod (Meaning the most popular one that everyone should use) until a bit after the release, so all items and such will be for the vanilla version. When a body mod eventually obtains "The Mod" status, then you will see people converting their items to work with what people are using.
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Lucky me, I only care about my male characters and what they look like and since there is only about One male body mod for Oblivion and Two male body mods for FO I will take a guess and say the same will go for Skyrim.

And what with Robert already talking about makeing a new male body for Skyrim my problem solved.

 

HGEC has a horrid UV I am unsure why modders like it so much, better to find a body with the best UVmapping and edit it to your taste... And makeing a body use only a quarter of a texture just to make it compatible with other bodies is BLEH that cuts back on the quality of the textures unless everyone wants huge texture sizes.

 

You will just have to pick and choose, thats how it goes... either that or you take up modding yourself.

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Not only UV mapping, but also the vertex weight is horrible.

 

Why is HGEC popular? many man just like it.

Its shapes are encoded deeply in the human brain, deep in the subconscious.

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Big breasts, big "background", ect ... It is the feminine archetype tens thousands years old.

Look at this - http://en.wikipedia.org/wiki/Venus_of_Doln%C3%AD_V%C4%9Bstonice - ist "oldest ceramic statue of a woman in the world"

and its also oldest 3D sketch for GUTS :devil:

 

http://www.pohodar.com/reci/lovci/obrazky/obrazky3.jpg

What she looked like the original? By the painter presenting she was very nice - And indeed she such was certainly that, when for the ancient artist she was such an inspiration to his work and we admire his work after the incredible 25 thousand years. (machine translation)

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I prefer Robert's body. They represent a normal, healthy female body.

Edited by Semtex
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HGEC has a horrid UV I am unsure why modders like it so much, better to find a body with the best UVmapping and edit it to your taste... And makeing a body use only a quarter of a texture just to make it compatible with other bodies is BLEH that cuts back on the quality of the textures unless everyone wants huge texture sizes.

 

agreed.

 

making the body use 1/4 of the UV space is retarded idea. so much better to make 1 body topology with 1 UV layout, and then just have as many shapes as you want based on that. We could have had cake and eaten it, but some people have strange ideas... :wacko:

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Why HGEC is popular is because despite the bad UV, it doesn't have numerous seams that other bodies have and basically eliminates itself from a lot of UV scaling issues. Sure, you can separate the arms and legs, but now you have four additional seams to match up and hide, and if they use separate textures, now you have to get the UV scales right too. Texture painting can only go so far to hide those seams and scale problems, and while armor and clothing can be designed to cover those seams up, you still have those seams when exposed. It's just a body that doesn't have seam and scale problems like the others have, and looks nice in pictures. Now, modifying the mesh to get rid of the "dimension problems" is also possible, look at THEC or TGND and you have some rather realistic bodies designed from HGEC. Also, it was the successor to Exnem's EyeCandy and had better normals and detail compared to it, and conversions from Exnem to HGEC wasn't too hard. Not to mention the variety it brought - When Exnem was released, it was one body size, as are many of the others when they were released (UFF, BAB, Roberts). HGEC came out and it had several body types for everyone, which soon claimed the throne. The same can be said for Type 3 for Fallout too.

 

So what does that mean? If you want your body to be the one people use, you have to give variety. Even though some of it might not be of your taste, it gives you a better chance...

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I think another reason why HGEC was popular, and what was my point earlier, is that it incorporates many different options in to one easy mod. Sure - people may make a mod for it and have specific requirements (bust size being the most obvious), but it was easy to swap out and change your options if you really wanted to use that asset. The problem is when someone makes something for Exnems body, and now you have to uninstall HGEC (which arguably wasn't that hard to do, but still) and install Exnem if you wanted it to look right.

 

That's basically what I want to avoid with this whole concept; get everyone to agree to work on a singular mod and just create additional options as time goes on that can be incorporated into an easy to use install like HGEC had. The menus to pick and choose certain body parts and base body was an excellent idea that I wish could be attempted again, but on a much greater scale. Everything about the UV being bad aside, that was a great feature.

Edited by Madae
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Why HGEC is popular is because despite the bad UV, it doesn't have numerous seams that other bodies have and basically eliminates itself from a lot of UV scaling issues. Sure, you can separate the arms and legs, but now you have four additional seams to match up and hide, and if they use separate textures, now you have to get the UV scales right too. Texture painting can only go so far to hide those seams and scale problems, and while armor and clothing can be designed to cover those seams up, you still have those seams when exposed. It's just a body that doesn't have seam and scale problems like the others have, and looks nice in pictures. Now, modifying the mesh to get rid of the "dimension problems" is also possible, look at THEC or TGND and you have some rather realistic bodies designed from HGEC. Also, it was the successor to Exnem's EyeCandy and had better normals and detail compared to it, and conversions from Exnem to HGEC wasn't too hard. Not to mention the variety it brought - When Exnem was released, it was one body size, as are many of the others when they were released (UFF, BAB, Roberts). HGEC came out and it had several body types for everyone, which soon claimed the throne. The same can be said for Type 3 for Fallout too.

 

So what does that mean? If you want your body to be the one people use, you have to give variety. Even though some of it might not be of your taste, it gives you a better chance...

I was under the impression that pretty much all the modded bodies were all on 1 texture sheet. So I don't know what all this seams and UV scaling talk is about.

 

You're last thought on the matter is spot on though, That is point I am making, there only need for 1 body topology and 1 UV layout, mesh shapes can be projected between different meshes. like with a few clicks you can have HGEC shape but it's really a type3 mesh and UV. And the HGEC textures can be projected at the same time.

Edited by Ghogiel
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I am sure this topic was well intentioned but as others have said, i don't think one body will happen. there are too many different goals and interests in body mods and many of the ones that were developed for Oblvion were, to me, silly or gross or just not needed. The ones that were were easy to install and use and customize and customizing clothing took more work but that was doable too. That is the whole point to a CS and having modders we add to the game thru our own creativity and extend the game universe. So it was a nice thought but i just think we are all too diverse and individual to toe the line and fit into a mold of "one" body to rule them all :)

 

And it will be more fun to see all the varieties and be able to be surprised by what people come up with. I doubt very much that Bethesda will make the important parts of the body for body variation customizable in the vanilla settings, they just dont address such things.

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Problem is that many people don't want to go through the process of having to go up or down a few sizes for their preferred body - They would just ask some other people to do it. And while projection might be a simple fix, Blender's projection isn't very useful because it ends up flattening the mesh. So, you mostly have to do it through lattices and proportional editing.
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