mostly just notes for myself.

Mesh:
Faceform Wrap (Paid Software)
   for more accurate wrapping to another mesh and pose, better than blender shrinkwrap
Arms and UpperBody
   fallout 3/new vegas has a hidden mechanic with meshes for 1st person view, meshes named with UpperBody** will not show up, so its best to separate meshes to be named Arms/Upperbody.
Double sided texture
   add NiStencilProperty to NiTriShape using Nifskope to add double sided texture, if you notice inside the clothes are transparent.
NIF Skin Transforms
   mesh will move according to the transforms in the mesh, in outifit studio it will show if you 'show pose'.
   to fix or to align with the preferred skeleton in outfit studio, Shape > Check for bad bones .
Vertex Alpha
   paint the vertex alpha in Outfit Studio
   nifskope. Remove BSShaderPPLightingProperty. Use BSShaderNoLightingProperty, add NiTexturingProperty with NiSourceTexture.

Nif:
Bits of NifSkopery
   mesh naming (mesh in body area should start with the name UpperBody**, Arm area = Arms**. ** means you can add a name after, ex: UpperBodyOutfit, UpperBody:0, etc.)
   property linking/unlinking, properties should be unlinked (Spells > Optimize > Split Properties) if making Mashups.

Texture:
Creating Textures for Fallout New Vegas - A Guide
   texture bake, normals bake, specularmap to normals alpha, also adjusting texture to fit fnv atmopshpere
Fixing Neck Seams In AdobeSubstance Painter
Adding a Specular Map to a Normal Map+
Textrure Editing Tutorial: DXT Compression – Skyrim


Normalmap:
Fallout new vegas Swizzle Corrdinate: X+ Y- Z+
if using xnormal to generate own normal map: X+ Z- Y+, Baking options > normal map > uncheck tangent space to make it object space > convert object space map into tangent using gimp: Filters > Generic > Normal Map
Creating normal maps for your own Skyrim character mods
TUTORIAL - Mixing normalmaps
Object-space Normal Map Tutorial
Baking normal map from one UV to another
   Use xNormal.
   1. Set the lowpoly you're baking the existing normal map from as a high definition mesh, then right-click in the next column over and add a "base texture to bake." Select your normal map texture as the bake texture, and click OK. Ensure that "Base Texture is a tangent-space normal map" column is checked.
   2. Set the lowpoly you want to bake the normals to (with the new uv layout) as the low definition mesh.
   3. Under Baking Options, choose "Bake Base Texture."
   4. Set the size of the output file and pick a name to save it as and then click the "Generate Maps" button.

Improving Texture Normal Maps
New Vegas normal maps from diffuse, vanilla normal maps are 2 separate maps and origin,
   RGB channel are made by devs and is constant between Female, Raider, and Tribals. While Ghouls, Lobotomite and Infected (Pitt) have their own RGB channels due to veins, scars, etc.. this can be recreated by combining the basic rgb normal map then using diffuse the generate details. (xNormal)
   Alpha channel (specular) came from modifying diffuse texture. (Gimp)

Porting Normal Map from SSE to FNV
SSE normal map is Object Space normal while FNV is Tangent Space normal
   (Gimp 2.10) decompose SSE _msn: Colors > Components > Decompose > Color model = RGBA
   compose again but switching blue and green channel: Colors > Components > Compose > Color model = RGBA > Green: = use Blue > Blue: = use Green > OK

  Filters > Generic > Normal Map... > under Blending Options > Mode = Replace > Opacity = 100 > OK
  make alpha channel/specular from diffuse texture: open diffuse (femalebody_1.dds) > Colors > Desaturate > Desaturate > OK. Filters > Generic > Normal Map.. > OK. Right panel > Opacity = 8.6. Copy or ctrl + c.
   go back to modified _msn. Layer > Mask > Add Layer Mask > Black (full transparency) > Add > paste or ctrl + v > Layer > Anchor Layer. Layer > Mask > Apply Layer Mask > Save > convert to DXT5 > rename to _n


Specularmap:
Adding a Specular Map to a Normal Map
   specular maps in Fallout 3/NV are "stored" in the alpha channel of the normal map
   glossy texture = didn't properly add the specular to the alpha channel, so the game automatically defaults to 100% specular shine

Custom Race (.egm):
How to Make a Freakish Custom Race (Tutorial)

Bake:
UNP to CBBE Texture Converter - for Blender 3.x
TRX futa addon blender file for textures patching
3BA to BHUNP skin texture conversion Resources

Rig (Blender):
Updated Backsteppo Pose Doll
Hitman's Vanilla Rigs (and rockbiter's tips) - Animator's Resource
Blender Animation Rig and Guide (1st and 3rd Person)

Bone Weights:
Corrective Smooth Baker, Blender Addon (aka Delta Mush)

Skeleton:
Discrete Player Skeleton


Porting:
Pose is better than conversion reference when porting since it wont have deformed fingers and skirts
   Pose data must be made from game it will be ported from. ex. SSE -> FNV must use posedata from SSE
   Outfit studio > right panel > bones tab > expand Posing above sliders window
Neutron_rusport textures

Spoiler:  
Show
body:
normal map(_n file) is should be color inverted (probably will not work as internded, but for simple convertion it will work), and also have specular amount of alpha (can be extracted from _s file, just a green channel)
skin map (in fnv it's _sk, but in skyrim/f4 it's merged in _s file as red channel), it's technically not required, but can add more details to the skin color


Pose:
FO4 bones in outfit studio dont include key bones like thigh, pelvis, calf, etc.. we can add them by right clicking inside bones window and then add from skeleton, we can then use these bones in posing feature of outfit studio, they dont need to be weight painted.

Misc:
UUAMR - Sexy Armor and Clothing Replacer - BHUNP Bodyslide

Pipboy to hand:
is there a rigged pipboy .nif?
to place pipboy in hand, copy pipboy mesh into Bip01 L Fore Twist of body

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foxhound666

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