Deleted43016095User Posted April 11, 2019 Share Posted April 11, 2019 (edited) Hi, I've been trying to get through the process of editing a head and then putting it back into the game. I've been searching for any complete tutorials on the full process, and have failed to find anything that is actually a head. It's other parts and the instructions aren't clear to me. I exported the femaleheadnord nitrishape and it's information .nif to 3DS Max and smoothed out the rough edges, and am now trying to put the edited part back into the original head .nif file in the place where it belongs. I guess I've made my own "citrus" head. I tried copy and then paste over but the head just disappears even though it's showing up fine in the edited head file. I may have to start over from the beginning. I was doing some guessing here and may not have even done this right from the start. It would be really kind if anyone who does this could point me to something conclusive on how this is supposed to go. Thank you! http://f.3ezy.net/Dirtnap/Dirt%20Nap/Untitled-2.jpg Edited April 11, 2019 by Guest Link to comment Share on other sites More sharing options...
testiger2 Posted April 11, 2019 Share Posted April 11, 2019 You are missing the BSDismemberSkin on your .nifMake sure to export with Skin modifier and BSDismember Modifier intactDepending on wether a mesh is skinned or not the BSLightnigShader also needs different Flags or the mesh can end up invisible/TPose etc.Also make absolutely sure your vert count is the same as the original or else the morphs will break and likely crash your gameThe im/export from 3ds max can mess up vert count/order so does manual welding.Converting between editPoly and editMesh can also mess with vert count.Using a smooth modifier with a single smoothing group assigned can help to prevent the plugin from messing up vert count. If you are a beginner and Skin and BSDismember is too much yet there is another simple solution.Export mesh with smooth modifier only, open nifskope and make sure vert count matches then:copy-paste NitrishapeData->Verticies from new to old mesh. Copy the whole verticies array (only works in newer nifskope versions 2.0+ or so)This only copies the geometry and works as intended. Link to comment Share on other sites More sharing options...
Deleted43016095User Posted April 11, 2019 Author Share Posted April 11, 2019 (edited) Thank you so much for taking the time to answer this is looking like the exact information I needed and I really appreciate it. I did do a smooth on the whole head and it does look like my vertex count is higher than the original head now because of all the Smoothing so it's great for me to know these things as a beginner. I'm just trying to figure out how to get a smoother chin mainly but I guess I can't do much if I can't increase the number of vertices. I will give the whole thing another shot and see if I can somehow improve the chin while keeping that geometry the same. At least I know that I have a better sculpting tool now than the racemenu sculpt. Edited April 11, 2019 by Guest Link to comment Share on other sites More sharing options...
Deleted43016095User Posted April 11, 2019 Author Share Posted April 11, 2019 (edited) I had another idea but I think you've already answered that question thank you. Producing my own higher poly head doesn't look doable for the moment. Edited April 11, 2019 by Guest Link to comment Share on other sites More sharing options...
Recommended Posts