Hey fellas, to not leave you all on read, I won't be available until Monday. Feel free to leave questions, I'll try to answer as soon as I'm back home.
As for the mod itself, I still plan to rework the body shape for better anatomy and apply it to all races, dayjob just took priority.
Hey. Using your guide to make custom armor, everything works for the most part but I think I'm having trouble with these vertex colors. I can see the new mesh in 3rd person, but in 1st person most of the mesh (arms, etc.) is invisible. I noticed there was no separate "1st person" mesh the way there was in the older games so I assume they're using a single mesh with vertex colors to hide the other parts of the body, but I can't figure it out.
I've checked the "linear colors" thing on import/export several times, not sure where it's going wrong. I can't figure out how to look at/edit these vertex colors in Blender either.
Feels like the vertex colors were scrambled when importing the .psk. I'm not sure why it's messed up just like you said. I'm still waiting for a response.
same weird issues on my end, whatever I do on my setup specifically gauntlets (steel) will clip depending on view angle in 1st person and naturally the hands are masked out so invisible, I cant get rid of this behavior. Tested with all races and bodytypes... this problem seems to not appear for the original author here, so this makes it even stranger...
same weird issues on my end, whatever I do on my setup specifically gauntlets (steel) will clip depending on view angle in 1st person and naturally the hands are masked out so invisible, I cant get rid of this behavior. Tested with all races and bodytypes... this problem seems to not appear for the original author here, so this makes it even stranger...
So... I'm a bit confused? I'm very new to UE stuff and like... I tried to save the skeleton file for the khajiit, but it shows and saves as a .uemodel file? not a .PSK file? Do I need to convert it, or did I do something wrong? I'm sorry, I'm really new to this and it's a bit confusing to me @ @
EDIT: Nvm, think i figured it out. Had the wrong output format selected in settings!
Hey, so I'm following your guide in an attempt to de-male pattern baldness the khajiit heads, and I've run into an issue. When I finally get it going in game, none of the face sculpting works, and none of the skeletons for the face seem to properly work. I think it's a skeleton issue, I tried renaming the base and bones to armature in blender, but that doesn't seem to work. Is there potentially something I'm missing that the head isn't recognizing any of the bones/skeleton? It generates a physics asset as well, but I can't find any attached to khajiit_head_f/m
Hey man great stuff on the mod, really much appreciated - I have a pretty strange bug following your tutorials, send you a PM about it :) Im at the point where I think it has to be the blender version? (vertex painting is alright and I also tested a pipe thru only approach without any edits to the mesh -> still same bug) - the bug
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As for the mod itself, I still plan to rework the body shape for better anatomy and apply it to all races, dayjob just took priority.
I've checked the "linear colors" thing on import/export several times, not sure where it's going wrong. I can't figure out how to look at/edit these vertex colors in Blender either.
I tried to save the skeleton file for the khajiit, but it shows and saves as a .uemodel file? not a .PSK file?
Do I need to convert it, or did I do something wrong?
I'm sorry, I'm really new to this and it's a bit confusing to me @ @
EDIT: Nvm, think i figured it out. Had the wrong output format selected in settings!
Here are some screenshots of where I'm at https://imgur.com/a/d3Se7Rc
Im at the point where I think it has to be the blender version? (vertex painting is alright and I also tested a pipe thru only approach without any edits to the mesh -> still same bug) - the bug
thx so much!