Korodic Posted November 26, 2012 Share Posted November 26, 2012 I'm all for this idea. I want shops where you can alter at least your hair/tatoos. Maybe a mage at the college for complete face. I think this can be achieved with SKSE if possible for model changing options. Not sure how to implement it (safely) really. Link to comment Share on other sites More sharing options...
Grimoa Posted November 26, 2012 Share Posted November 26, 2012 Yesterday I bought Dawnguard and today Steam ate my Game. Plus the CK for dessert. >.<It's working again, but meh. Took an hour to get it all right again. On topic:Slightly larger meshes seem promising.If I crawl very close I can see it's floating over the skin. I will try to get a smaller mesh without getting clipping issues.Also, I used the body normal map for this test, do you hink a blank normal map or maybe one with the tattoo would be better? I'm going to try that aswell. There's that seam around the neck and a lot of people seem to be allergic to such thing. Sorry, Ironman, I don't measn to highjack your mod. Just can't sleep with unsolved riddles. Once I got a working concept I'll stop. (Not artistic eneugh for tattoos anyways. Except from checkerboards.) ;D Link to comment Share on other sites More sharing options...
Ironman5000 Posted November 26, 2012 Author Share Posted November 26, 2012 (edited) You started already? Excellent! These shots are exactly what I was thinking, maybe try to get the mesh a bit closer to the skin if at all possible but looking great so far :thumbsup: I don't think a normal is absolutely necessary as tattoos shouldn't bump up much (depends where you get them done!), although without one it might look strange against the skin - will look better if the design would reflect light the same way as the skin. Edited November 26, 2012 by Ironman5000 Link to comment Share on other sites More sharing options...
Grimoa Posted November 27, 2012 Share Posted November 27, 2012 I got the mesh closer to the body and found an odd problem. Some areas on the lower arms and legs look fine with the heaviest weight and the slimmest weight but clipp for medium weights. :ermm: Also, why has the exported nif two body partitions (lower arms + rest of body) when in Blender there is clearly only one covering the whole body? And the original mesh I imported had three partitions (arms, legs, torso). It's not that much of a problem, I set both to the same slot but still.. I'd like to know why. The neck seam btw wasn't the tattoo, that's my mismatched body and face texture. I never noticed before. :D Or it's more visible on that pale breton. She's only for testing, my characters for playing are all rather dark skinned. ;) Once the quirks are worked out I think of uploading a resource with the most popular bodies. Luckily I found a semi-automatik way of enlarging the meshes: Shrinkwrap modifier. But it seems I have to correct some spots (arms, legs) manually. Link to comment Share on other sites More sharing options...
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