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Weird jagged bits on mesh :S


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Hi all,

 

I'm trying to make a new mesh for the male body and I'm doing okay so far, except for one thing: Whenever I test the mesh in game, there are a couple of spots that have strange jagged bits of vertices/edges. The area where these happen is completely smoothed in blender and they don't appear in outfit studio. Here's my process:

 

Import nif to OS and save as obj

Import obj to blender and work on it

Import obj back into OS and reconvert to nif

 

I've tried working on the mesh several different ways, subdividing just the areas that need more detail (abs etc) and subdividing whole mesh and the result is the same.

 

Does anyone have any idea what causes these strange jagged bits and how to fix them please?

 

Many thanks.

 

 

 

 

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Hi all,

 

I'm trying to make a new mesh for the male body and I'm doing okay so far, except for one thing: Whenever I test the mesh in game, there are a couple of spots that have strange jagged bits of vertices/edges. The area where these happen is completely smoothed in blender and they don't appear in outfit studio. Here's my process:

 

Import nif to OS and save as obj

Import obj to blender and work on it

Import obj back into OS and reconvert to nif

 

I've tried working on the mesh several different ways, subdividing just the areas that need more detail (abs etc) and subdividing whole mesh and the result is the same.

 

Does anyone have any idea what causes these strange jagged bits and how to fix them please?

 

Many thanks.

 

attachicon.gif ScreenShot1.jpg

 

attachicon.gif ScreenShot2.jpg

maybe bad bone weighting?

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Hmmm, some progress. If I use the looksmenu and play around with the body shape, the jagged bits are more or less pronounced, especially if you make the toon heavier. That makes his belly stick out in a very angular way and jagged bits stick out all up his outer back. My guess is that this tool manipulates certain verts to change the shape of the body and because I've moved the verts around and subdivided so much, it's screwed that process up, making bits stick out where they're not supposed to. I've managed to find a spot where everything looks just about normal though, so I guess I'll have to live with that unless anyone knows how to alter that shaping process.

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I have similar issue esp for outfit. When wearing a custom full body outfit, it basically replace the underneath body but using default Bethesda body skeleton and copy the bones weight, I notice certain area of the outfit is "distorted". Have to use 'CBBE' skeleton bone weights instead and manually paint those "distorted" area to make them better ...

 

As for the shaping process, have u consider modifying the 'Bone Scaling Data' of the Human Race under 'Thin', 'Muscular' and 'Fat'? Do it thru FO4Edit and its gonna be a tedious process ...

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Thanks for the reply. It sounds very helpful, sadly I have no idea what most of it means :laugh:

 

I've basically just been teaching myself how to do all this by muddling through and haven't gotten that far yet. Maybe it's time to look it up.

 

Would it need to be in ESP format to do the work in FO4edit? So far all I've done is ripped nif and turned it into an obj with outfit studio, work on it in blender and then turn back into a nif using OS

 

Thanks again :smile:

Edited by Elbubsio
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Before messing with the 'Bone Scaling Data', maybe u can open up ur custom body mesh with 'Outfit Studio' and manually weight paint whatever area you find problematic. E.g add more/decrease the weight according to the respective skeleton bones ...

 

E.g load ur mesh, select the respective bone, under Current Tool->Weight Paint. For increase/decrease strength, paint radius u can check the menu. Left click on the mouse button to add more weight. You will notice the color changes from blue to green to yellow and finally red as u increase the weight. Hold Alt + left mouse click to reduce the paint weight.

 

Its pretty manual and tedious process ....

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