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Custom Armor/Clothes Appearance (manual how to create)


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#1
3stars

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Hi there!

Can anybody post detailed instructions for dummies how to convert/create custom armor/clothes appearance from 3DMax to NWN2?

E.g. I have imported to 3Dmax from Fallout NW: Vault Suit meshes, skeletion meshes, textures... What should I do in steps to create proper clothing for NWN2 Toolset from it?

------------------------------------------
http://falloutd20.blogspot.com/

Modifié par 3stars, 27 février 2011 - 04:47 .


#2
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anyone?

#3
dunniteowl

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Sorry, I don't know if there's a proper tutorial. You could look on the IGN Vault for NWN2 and do a search for Amor/Clothing Guides or something.

best I can do for ya, sorry.
dunniteowl

#4
casadechrisso

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That's honestly one of the most problematic areas for many a modmaker... even more if you can't afford 3DSMax and only have Blender. I know models were made with these, but I sure as hell can't figure out how or find any good tutorial. NWN2's community has very few people able to do this, apparently, and they must be very busy. :(

#5
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"if you can't afford 3DSMax" here in Russia we can afford any software ))

//btw I love and respect Bioware so I buy ONLY legal games from it.

#6
-Semper-

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3stars wrote...

Can anybody post detailed instructions for dummies how to convert/create custom armor/clothes appearance from 3DMax to NWN2?

E.g. I have imported to 3Dmax from Fallout NW: Vault Suit meshes, skeletion meshes, textures... What should I do in steps to create proper clothing for NWN2 Toolset from it?


imo detailed instructions would be really problematic because creating an armor needs indepth knowledge of a modeling program, best would be 3dsmax. dunno if the blender tools for nwn2 do support skinned meshes. because your models are direct copies of new vegas there's also a legal issue which should not be ignored - you can't release their stuff within your hak file without breaking the law!

important steps after importing your model are:

- deleting the skin modifier on top of the model and the new vegas skeleton
- import a nwn2 armor/body file
- scale the mesh to the same size of the imported nwn2 model
- rearrange the mesh to fit the nwn2 neutral pose if needed
- remesh the armor to fit the nwn2 polygon count
- create new lod meshes
- redo the uv mapping to fit the new vegas texture files
- reskin the altered new vegas armor to the nwn2 skeleton
- export your mesh

as you can see you need at least advanced skills within your 3d app to do an aaa convert. if you ignore the polycount you can jump over creating lods and uv maps but you have to do the rearranging and the skinnig of your model. if you never did something similar with 3dsmax you should start with the dozens of tutorials scattered around in the internet ;)

Modifié par -Semper-, 05 mars 2011 - 01:16 .


#7
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Here I converted to MBD a simple model of a cap with 2 textures (color and normal):
http://depositfiles....files/um0j241vw

Could show me step by step what should i do to make it NWN2 helm?
http://depositfiles....files/um0j241vw

//you should start with the dozens of tutorials scattered around in the Internet ;)
//I still hope to find any people who are skilled and interested in project... to make it or at least give me the online help in teaching how to do that (like kind Hellfire).

#8
-Semper-

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Posted Image

k, i'll write a tutorial for you to convert pieces but you have to wait till this evening or tomorrow because i've work to do right now. it will be a step by step tutorial which will provide you with the necessary knowledge to do other stuff by yourself ;)

Modifié par -Semper-, 05 mars 2011 - 12:09 .


#9
casadechrisso

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*raises hand* very much interested in that tutorial too!

#10
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-Semper- , THAT'S IT !)))

#11
-Semper-

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k, it's done! plz don't cruzify me because of the bad english :D

DOWNLOAD LINK (new version)

i have not integrated any other files besides the pdf to respect the work done by the creators of the plugins. download links are within the document.

If there are problems jus contact me via pm or drop a post here :wizard:

Modifié par -Semper-, 06 mars 2011 - 01:09 .


#12
casadechrisso

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Very cool, I'll study that tomorrow. I won't crucify you, I would've accepted plain german too. :D

#13
-Semper-

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plz download the file again. i've missed a part while skinning the model and added another picture too which should clarify questions ;)

#14
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I'm lost here:

" If you have to create lod models or if your model's tris count is too high then you can use prooptimizer.
That’s a fantastic plugin integrated since max10 and can be accessed the same
way like Reset XForm. You can create them all by yourself / with the help of other plugins
too. Without access to pro-optimizer or similar plugins please overlook the cursive text
passage.
Within pro-optimizer settings preserve the uv borders and keep the normals of your
polygons. Normally the amount of tris of the different lod stages are scaled down by around
30%. This means that the L01 level is about 65% (L02 around 40%) of the original model’s
density.
After using pro-optimizer you have to merge the scenes. While importing use max'
autorename feature but AUTOMERGE the materials. This will minimize the work for you later
Rename the imported meshes to the correct scheme and edit them further if needed. Double
check the uv borders by putting an “unwrap uvw” modifier on top of your model."

I have 3dmax2011... but I can't figure out from the text, what should I do... and whether should I do anything?

Then:

"After editing and placing the 3 models"
Which "3 models" ? We edited only one imported model...

"collapse all the modifiers and reset their pivot to the world's origin at 0,0,0."
How? Please screenshot or description of what to push :)

"Hide the lod models,"
What is "lod models"?

"unfreeze/unhide the skeleton and put a skin modifier on top of your high detail model."
How to put that "skin modifier"? And as I understand, we've hided our Custom Layer after scaling and fitting to head... haven't we?

So I 'm stuck here.... please, help )

#15
-Semper-

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to access pro-optimizer you have to select it like "Reset XForm". Switch to the utility tab and press "Batch ProOptimizer". If that button ain't there press "More..." and select it from there. A list with the available utilities will pop up. After clicking "Batch Optimization" a new window opens and your scene will be saved. The new window contains 3 tabs. the first is about what to convert (selection will be fine in most cases). The second one is more important. There you can set the different optmization levels, protect the borders (geometry) of the mesh and keep both the uv boundaries and the texture intact.

Symmetrie ain't needed in your case. Keep normals and prevent them from flipping is important too. Within the last tab you choose where your scenes will be saved and if they should be exported throughout the process. Keeping them as max files would be the best way to go to merge them easily later.

this process is needed because you have to reduce the models from new vegas because their tris count is way too dense for the electron engine. so if you are importing an armor check the tris count with the help of the statistics of your viewport and compare it with the stickied thread here.

Which "3 models" ? We edited only one imported model...


the high detail model and the 2 lod models. every engine uses mostly 3 stages of a model in their runtime. the high detail model (which is your model after import) will be displayed if the camera is right in their face. if the camera scrolls further away the model will be replaced with the first lod model, called _L01. this model contains fewer tris because you don't need this much details from distance.
Now if your camera scrolls even further away the last stage _L02 replaces the _L01 which is only 1/3 of the density of your high detailed model. Those lod models are very imprtant to unload nwn2, else an engine crash ain't avoidable.

How? Please screenshot or description of what to push :)


to collapse the stack simply richt click the modifier on top and choose "collapse to". to reset the pivot to the world's origin click the hierarchy tab (as you did to reset the pivot to the object's center), select to "affect pivot only" and press W to access the "select and move" transformation. Now if you look in the bottom row right beneath the keyframe bar there are the world's absolute coordinates. this has to be set to 0,0,0.

How to put that "skin modifier"? And as I understand, we've hided our
Custom Layer after scaling and fitting to head... haven't we?


to put a modifier you have to select the modify tab. right beneath your object's name is dropdown list with all the modifiers. click it and select "skin". afterwards follow the part about skinning your model.

after placing and editing your high detail model you have to create your lod models. after creating your lod models it's better to hide the _L01 und _L02 models to concentrate on the skinning of the high detail model. as descibed in the tutorial you should not hide the whole custom mesh layer but the lod models individually. you never hide the whole custom mesh layer ;)

while skinning you should hide the nwn2 model layer too. this way you viewport displayes only the whole skeletong layer with the skeleton and all the dummies and your high detailed model. after finishing the weighting of the high detail model you are hiding this one individually and unhide the _L01 model. collapse the stack, put a skin modifier on top and repeat all the steps to weight the vertices. the same goes for the _L02 model too.

pressing W selects the move transformation, E the rotating transformation and R scales your model. you should also know about relative coordinates and absolute world coordinates. i have assumed this knowledge to follow this tutorial as it ain't an introduction to 3dsmax ;)
converting models isn't for beginners. you need knowledge of more than the basics because you are about to enter the battlefields of modeling, uv mapping and skinning.

#16
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"to access pro-optimizer"
I've done the process of optimization as you said, and there's nothing ... only default layer with no models... what's wrong?

"After editing and placing the 3 models"
Where are they? How can I access them?

#17
-Semper-

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you have to read what the process does. in the third tab you select where to store your batched objects. if you have not changed anything then the optimized meshes are saved as a max scene and are stored at the scenes/results folder in your my documents/3dsmax.

you have to reopen your scene with the original high detail model and merge it with the optimized scenes. merging is like importing in case you have problems to find it.

...unless you have not the lod models from new vegas they are simply not there. you have to create them by yourself, either with the help of pro-optimizer or similar plugins! after using such plugins there's still often the need to edit them manually.

Modifié par -Semper-, 06 mars 2011 - 12:25 .


#18
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Thanks, I've got it... Proceeding my attempt )

#19
casadechrisso

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Ah well... I was hoping this tutorial could give me some hints for Blender too, but they are too different it seems... :unsure:

At least I managed to import some mdbs and nifs (had to use 2 different Blender versions for the task), so I guess it's at least possible to do all this in Blender as well, but after having the Fallout clothing and the NWN model both in the scene I'm lost what to do next. Anyone having some experience with that too? 

#20
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Frankly, without screenshots I'm still lost here: " If you have to create lod models..." too...

-Semper- , could you make severals for step-by-step? You sis them well... but then there's been a big spase - only text...

#21
-Semper-

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casadechrisso wrote...

after having the Fallout clothing and the NWN model both in the scene I'm lost what to do next. Anyone having some experience with that too?


is the blender importer/exporter even able to export skinned meshes? if that ain't the case then you simply can't overcome this point. in theory you have to scale down your fallout mesh so it fits the scale of the nwn2 clothing model. now if those fallout cloth still have the skeleton intact you have to imitate the position of the nwn2 cloth and compare the weightings, both of fallout and nwn2. after looking into that you have to delete the fallout skeleton and the nwn2 mesh, but keep the nwn2 skeleton intact. now you have to reskin the fallout cloth to the nwn2 skeleton and export it. that's all. it's hard for me to describe those steps without knowledge of blender :D

but be aware that this is just the simplest way to convert. actually you have to crunch down the fallout mesh because they are too dense (tris count). you have to recreate lod models too.

3stars wrote...

If you have to create lod models..." too...


do you need a tutorial for pro-optimizer? if that's were u stuck i can add this part too. dunno when but i guess tomorrow or the day after ;)

Modifié par -Semper-, 08 mars 2011 - 05:33 .


#22
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<now if those fallout cloth still have the skeleton intact you have to imitate the position of the nwn2 cloth and compare the weightings, both of fallout and nwn2. after looking into that you have to delete the fallout skeleton and the nwn2 mesh, but keep the nwn2 skeleton intact. now you have to reskin the fallout cloth to the nwn2 skeleton and export it. that's all.>

Now I see the mecanism. Thanks.

<do you need a tutorial for pro-optimizer? if that's were u stuck i can
add this part too. dunno when but i guess tomorrow or the day after ;)>

I've done import fallout mesh, saled and renamed it as you wrote... and now, yes, I'm stuck with pro-optimizer (as it is a next step)... I'm eager to complete this quest ) But need your screenshot just to follow your steps for the furst time...

#23
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Heh... I've posted Adv on free-lance 3dmodelers websites: offering 100$ for 1 model converted following this tutorial... about 50 modelers can't succeed in making converting... Sucks :(

Any chance for screenshots I asked for?

#24
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up

#25
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Hi, guies!

I've done process of converting clothes to NWN2, but I have several artefacts in them after conversion.

I've attached screens of Toolset where artefacts appeared and files with that Vault Suit for NWN2 we've done...

Could anyone watch it and tell me what's wrng with them?

content.foto.mail.ru/inbox/35/25/i-27.jpg

content.foto.mail.ru/inbox/35/25/i-28.jpg

content.foto.mail.ru/inbox/35/25/i-29.jpg

Files: depositfiles.com/files/dnmen6w2z