ashtonlp101 Posted September 7, 2020 Share Posted September 7, 2020 Hello, I am currently attempting to put a slave collar on the super mutant model in Nifscope but have absolutely no idea what I'm doing. Modeling is not my forte what-so-ever. I was wondering if anyone has a good tutorial on how to add clothing to creatures like supermutants? Thanks. Link to comment Share on other sites More sharing options...
dubiousintent Posted September 8, 2020 Share Posted September 8, 2020 Have you seen the "Custom items", "Custom Creatures", and "Armor and Clothes" sections of the wiki "Getting started creating mods using GECK" article? They contain links to tutorials and "tips" from experienced mod makers. Some interpretation will likely be required. -Dubious- Link to comment Share on other sites More sharing options...
AusAllerWelt Posted September 9, 2020 Share Posted September 9, 2020 Putting clothing on creatures requires mesh work. Clothing needs to be shaped and skinned to the creature mesh and dismemberment has to be altered aswell since creatures use their own skeletons compared to human characters. Link to comment Share on other sites More sharing options...
ashtonlp101 Posted September 12, 2020 Author Share Posted September 12, 2020 Putting clothing on creatures requires mesh work. Clothing needs to be shaped and skinned to the creature mesh and dismemberment has to be altered aswell since creatures use their own skeletons compared to human characters.I know that skeletons are different for different creatures, I'm more concerned about the 'how to do it' than anything else. There aren't many clear and cohesive tutorials that explain skeleton work/advanced mesh work. Link to comment Share on other sites More sharing options...
madmongo Posted September 12, 2020 Share Posted September 12, 2020 I don't think you can do this kind of mesh work in NifSkope. You are going to need something like Blender or 3ds Max. I'll describe how to do it in Blender since that is what I use. The first step is to load the slave collar mesh into Blender and unparent it from its armature (skeleton). Delete the armature, and save the slave collar mesh either as a nif or as something else that you can easily import (like obj). Next, load the super mutant mesh into Blender. Then import your saved slave collar mesh (nif or obj). Edit the mesh to move/rotate/resize as necessary to get it into position on the super mutant's neck. Parent the slave collar to the super mutant skeleton, and weight paint it so that it moves properly with the super mutant mesh. Now make sure to select all, and export your new nif. Blender doesn't export creature/clothing/armor meshes properly, so you'll need to go into NifSkope and fix the shader flags for each mesh piece. Now just add your new super mutant creature as you would any other new creature. The mesh rigging is basically the same as what you do for any armor or clothing mesh, just using a different skeleton, so any armor or clothing tutorial should be able to show you all of the details about that. Link to comment Share on other sites More sharing options...
ashtonlp101 Posted September 12, 2020 Author Share Posted September 12, 2020 T I don't think you can do this kind of mesh work in NifSkope. You are going to need something like Blender or 3ds Max. I'll describe how to do it in Blender since that is what I use. The first step is to load the slave collar mesh into Blender and unparent it from its armature (skeleton). Delete the armature, and save the slave collar mesh either as a nif or as something else that you can easily import (like obj). Next, load the super mutant mesh into Blender. Then import your saved slave collar mesh (nif or obj). Edit the mesh to move/rotate/resize as necessary to get it into position on the super mutant's neck. Parent the slave collar to the super mutant skeleton, and weight paint it so that it moves properly with the super mutant mesh. Now make sure to select all, and export your new nif. Blender doesn't export creature/clothing/armor meshes properly, so you'll need to go into NifSkope and fix the shader flags for each mesh piece. Now just add your new super mutant creature as you would any other new creature. The mesh rigging is basically the same as what you do for any armor or clothing mesh, just using a different skeleton, so any armor or clothing tutorial should be able to show you all of the details about that.Thank you I appreciate it! Link to comment Share on other sites More sharing options...
ashtonlp101 Posted September 12, 2020 Author Share Posted September 12, 2020 (edited) I don't think you can do this kind of mesh work in NifSkope. You are going to need something like Blender or 3ds Max. I'll describe how to do it in Blender since that is what I use. The first step is to load the slave collar mesh into Blender and unparent it from its armature (skeleton). Delete the armature, and save the slave collar mesh either as a nif or as something else that you can easily import (like obj). Next, load the super mutant mesh into Blender. Then import your saved slave collar mesh (nif or obj). Edit the mesh to move/rotate/resize as necessary to get it into position on the super mutant's neck. Parent the slave collar to the super mutant skeleton, and weight paint it so that it moves properly with the super mutant mesh. Now make sure to select all, and export your new nif. Blender doesn't export creature/clothing/armor meshes properly, so you'll need to go into NifSkope and fix the shader flags for each mesh piece. Now just add your new super mutant creature as you would any other new creature. The mesh rigging is basically the same as what you do for any armor or clothing mesh, just using a different skeleton, so any armor or clothing tutorial should be able to show you all of the details about that.How exactly do you fix shader flags? Loading the Mutant model into the geck has rendered it invisible in the model preview. Is this because of shader flags or did I do something else incorrectly? UPDATE: Yes it was the shader issues that caused it. I was able to compare what was missing from the original data to the new mesh (Was the "Skinned" checkmark under shader) Edited September 12, 2020 by ashtonlp101 Link to comment Share on other sites More sharing options...
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