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Iron Man Suit


lordneverar

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Well after watching the new Iron Man movie I decided that it would be cool to have the Iron Man suit in Oblivion. =] So I started by looking up an armor creation tutorial. I found this one.

 

http://cs.elderscrolls.com/constwiki/index..._Blender_Part_2

 

After reading and re-reading that and part one of it several times. I attempted it.. And I quickly came to the conclusion that It would be totally unimaginably hard to make this armor from a body mesh. So I decided to just make the mesh anyway from scratch.

 

It came out very nice and I want to finish the suit but... Im having some trouble rigging it. In the screenshot (which is at the bottom of this post) the highlighted areas are having weight painting problems (Blender won't export them because of this) and I just don't see that painting it by hand would fix it, although I could be wrong. I would like to know what is causing this... and the other problem is after I parented the mesh to the skeleton and did the ctrl-a thing and then exported it looked all fine. But when I put it in-game some of the parts of the mesh looked fine... But other parts were all spikey and messed up. So I looked at the trouble shooting section in that tutorial I looked at. I checked what it said and it was all fine. So I really don't know what to do... I know that the problem is with the rigging but im unsure of were I would even start in fixing it. Oh AND, In case anyone was wondering, yes I do have the niskininstancedata appearing in Nifskope on each piece when I export it.

 

The main problems I want to fix it this:

. Some pieces of the mesh appear and some don't.

. Some pieces of the mesh that ARE there are all spikey and messed up.

 

Here is the screen shot of it in blender (Shows where weight paint problems are): http://i98.photobucket.com/albums/l256/lor...rar323/TWO2.jpg

Here is the screen shot of it in CS (Shows the problems): http://i98.photobucket.com/albums/l256/lor...erar323/ONE.jpg

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You have bigger problems than the weight painting. The transparent parts are there because your normals are pointing to the inside. You can see which ones are backwards in texture mode. Make sure you can choose faces and select the transparent faces, switch to object mode and hit Ctrl+N a window will pop up saying "Recalculate normals outside" choose that.

 

If some of the normals refuse to flip you will have to delete the verticies you can then choose four verts and hit F to replace the face.

 

That will fix some of your problems but not all, you seem to have moved a lot of the verticies around and until you flip the normals, there's no way to tell for sure.

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