Hey folks. Working on my next round of armors, happy so far. Have FINALLY levelled up to the point where the old tutorial on how to make a lego-mesh guy and put it on the fellow in 3dsmax makes sense to me, and I've successfully make dwarven mail coifs which actually come down over the shoulders (these will eventually be elaborated into new helmet variations and real cloaks, rather than nwn2's dippy capes, even if they do have to be equipped in the head slot). This is a good thing: it means that this year I can pull off a lot of stuff that was totally mystifying before (and if I can find time, translate the My Samurai is Fight stuff to non-humans, too).
My question thus far is pretty basic: I notice that nwn2's graphic artists used cheap tricks like solid-color semi-tabards and stuff to hide distortions in the UV mesh when they took a mesh made for a human and put it on a dwarf or half-orc (or even just to compensate for the stupid boobplate armors* in the male-female divide). Is there any way to handle the expansion/contraction, or insert a few extra vertices in order to minimize that distortion?
*Yes, I went there. My armors look like armors, not cocktail dresses.





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