bilotheretard Posted April 25, 2013 Share Posted April 25, 2013 Actually, while we speak I'm making tail armor, since I got Blender working and all. It looks good, but since I don't have the final version of the actual tail, adjustments will have to be made.That's a really bad idea. You might pretty much have to redo it from scratch. I don't even think a specific "tail armour" is possible, if there really is going to be any tail armour it'll most likely have to be specific to each cuirass instead. Link to comment Share on other sites More sharing options...
Derok Posted April 25, 2013 Author Share Posted April 25, 2013 (edited) Why shouldn't it be possible? Of course it's possible. There's a tail slot you can use for it. Maybe it looks weird/stupid but this doesn't mean anything. Edited April 25, 2013 by Derok Link to comment Share on other sites More sharing options...
Drohung Posted April 25, 2013 Share Posted April 25, 2013 Actually, while we speak I'm making tail armor, since I got Blender working and all. It looks good, but since I don't have the final version of the actual tail, adjustments will have to be made.That's a really bad idea. You might pretty much have to redo it from scratch. I don't even think a specific "tail armour" is possible, if there really is going to be any tail armour it'll most likely have to be specific to each cuirass instead.Actually, no. Using various extra slots in the CK, the tail armor can be ENTIRELY individual from everything. And since there will only be minor edits to the tail as far as I'm concerned, the armor fixing will just be a simple issue of adapting. It's nothing difficult. If you want to see that there IS individual tail armor, go and look at the Argonian Mercenary Armor mod. Link to comment Share on other sites More sharing options...
bilotheretard Posted April 25, 2013 Share Posted April 25, 2013 (edited) Oh really, I'm curious as to what it's considered in the item menu. A cuirass? A hat? I'm aware of the tail biped slot, but I meant there isn't actually a item category for it, even greaves and cuirasses were merged. If it's considered a cuirass and you're allowed to stack it with another cuirass I guess it would be fine- if it wasn't for my next point, which is that the tail biped slot won't be used if when the tail becomes part of the body. However, I just thought of something that could work, providing the armour fits the tail perfectly. If you save ONLY the armour parts in the nif and leave out the actual tail mesh, if it lines up perfectly with the tail, and it is skinned correctly to avoid clipping, I think it should work, because luckily the tail is a relatively simple shape and shouldn't really deform. It wouldn't be possible on the body for example, because you need to skin it differently for soft armour, which allows it to move; vs hard armour which restricts movement. Edited April 25, 2013 by bilotheretard Link to comment Share on other sites More sharing options...
Derok Posted April 25, 2013 Author Share Posted April 25, 2013 (edited) I think it depends on the "keywords" you added to the item. There's no keywords for tail armor in vanilla Skyrim, but it's not an huge problem. Just the inventory won't tell you what type of armor is it, but if the item is called "tail armor" it's not hard to understand what is it. I don't not too sure about what you are saying, but this is how I would do it:1 Import the tail in blender2 Create the armor on the tail3 Copy bone weight from the tail to the armor4 Export tail and armor5 Set it with the CK. I will use the tail slot, so my model will replace the current tail. Edited April 25, 2013 by Derok Link to comment Share on other sites More sharing options...
bilotheretard Posted April 25, 2013 Share Posted April 25, 2013 Exactly, but if the tail is already part of the body you'll have two tails. That's why I said the solution was to remove the tail from the "tail armour" mesh. It should work if it doesn't clip badly. Or you could just do it the easy way and make it part of the cuirass. Link to comment Share on other sites More sharing options...
Derok Posted April 25, 2013 Author Share Posted April 25, 2013 (edited) Fixing the tail with the body it's a bad idea. That's all. We would break uv maps, and the result won't be good. Think about the riding or the sitting animation for example. Results would be quite weird and unpredictable. If we make just new seamless textures and normal maps in the area where the tail meets the body, the tail will not look a stick anymore. After all, I don't understand why you want to make the base of the tail so huge, completely absorbing the butt. Argonians are not dinosaurs. The tail and the legs should be proportioned to the mass of their bodies and their upright posture. Edited April 25, 2013 by Derok Link to comment Share on other sites More sharing options...
Koovy Posted April 25, 2013 Share Posted April 25, 2013 I've been following this thread for a while now and it's looking great, love the results with the Argonians and looking forward to what comes next. Quick question if I may; any plans to restore the default (or similar) underwear? For me it is just awkward to see my character with all-smooth nether regions. Link to comment Share on other sites More sharing options...
Derok Posted April 25, 2013 Author Share Posted April 25, 2013 That is planned, yes. Just I need to cut the back of the underwear so your tail will not clip. Link to comment Share on other sites More sharing options...
Drohung Posted April 25, 2013 Share Posted April 25, 2013 And the under-wearless version will be optional, yes? I do really want to keep that for myself. Also, my armor is coming along nicely! I shall post images of my first UBR armor experiment soon. Link to comment Share on other sites More sharing options...
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