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[WIPz] Pyrrha Nikos Armor


Horkerkiiin
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Hi guys completley new here! so hi to everyone!
 
So Im working on my first ever mod Ive modded my game before but never actually made one and TBF i couuld have made it easier on myself. Ive decided I want to make a completley new armor from scratch for the UNP body (UNPB to be specific) so Im talking about modeling it myself, Something of which I have zero experiance in whatsoever, but hey I like a challange.
 
I was hoping to get some advice from you guys and some feed back as well
 
Where im at so far: I have taken the necessary steps to get the body, hands and feet into blender via NifSkope, both the _0 and _1 models. They are saved as two seperate blender files the skeletons have been removed as well so I have them there so I can creat e the armor the right size ect. Now yesterday I spent the best part of nearly 10 hours (started at 2pm finished around quarter to midnight) modeling my first part of the armor, I started with the boots as I plan to start at the bottom and work my way up and this is what I came up with - http://imgur.com/X67WRUB,KczK739#0 and a diffrent angle http://imgur.com/X67WRUB,KczK739#1 - To be honest Im quite proud of what I was able to make considering I have no experiance with this at all, I did this alongside the _0 version of the body so I made them the right size -  I am aiming to create this http://www.sheenaduquette.com/wp-content/uploads/2014/11/Pyrrha_turnaround.png
 
Here is where my questions come in and I apolagize if they are complete noob/obvious questions
 
1: The boots themselves fit on the feet however the part which comes up the leg slightly does not fit around the leg it is out of place, I take It I want to adjust that so it does fit around the leg as it is posed in blender so that when I get to weight painting ect its all in the right place
 
2: The gold trim that can bee seen on the boots, what is the best what to go about this?, At first I thought about trying to subdivide and use vertices ect to make the pattern and then 'pull it out' from the base model slightly, this did not go as planned and I couldnt figure out how to do it, am I better off waiting to add that as texture later?
 
3: The leg armor I know is going to be a pain, Mainly due to the intricasies of the design but from what I can see it looks to be in 3 clear parts the Lower leg, Knee and Upper leg am I better of creating those three bits seperate and then combining them to be 1 mesh once they are all done?
 
Thats all the questions I have for now and thank you anyone who takes the time to read/give advice I know ive kind of dived head first into this and is something that wont be easy (Dont even get me started on how difficult that sash is going to be) but Im determined to do this.
 
Thanks again for takin the time to read guys!

Edited by Horkerkiiin
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Cute little outfit, and good start so far!

Let me just point you here first. Read it, understand it, then continue on with your modding.

Now for your questions.

1. The leggings do not actually have to fit the legs, as you'll be deleting the "legs" under it anyway. Model them however you want it to look. It won't affect weightpainting/rigging.

2. Based on the picture the gold trim is flat anyway. If you UV map the boots correctly it will be easier to just trim it on the texture itself.

3. You can make 3 pieces if you'd like then join them, or make it all one, it's up to you. Remember you can always hide parts to get them out of the way.

Good luck. :)

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Thats so good to know about the legs, because ive been doing my nut in trying shape it and its messing it up lol So you actually delete the "leg" as it where that would be in the boot, that makes a lot of sense now thinking about it, especially if the leg isnt showing why have it there, I take it the same is done for the feet as well, which in this case makes sense as well as they are high heels I was wandering how I would get that to work just figured I would work it out when I got to that part lol

 

Thanks Hanaisse, I did actually read through your guide once already, didnt fully understand it (specifically the parts about NifSkope) but I will make sure to go back and understand it.

Edited by Horkerkiiin
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Can somone help? Not sure if ive done the right thing or not...

 

I was finishing up some work on the boots as they needed a bit more tweaking now I originally added a subsurf modifier to them when I was making them but I never hit the apply button, I have now applied the subsuf modifier and the boot has changed in edit mode, there is now just short of 20,000  faces on the mesh of one boot... I get the feeling this is an incredibly high amount, I have no Idea the amount of faces as an averadge it should have, If I run a script to reduce the amount of poly's then the vertices and everything goe really crazy like a crazy spiders web. I can go back to an old save I will just have to edit the boots again should I or should I not be applying the sub surf modifier?

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Yeah, don't apply subsurf. In fact, you don't even need to add the modifier unless you're modeling super high-poly meshes and have more experience in advanced modeling.

 

Simple subdivides, and using the smooth option should be all you need. I suggest you go back and delete the modifier altogether.

 

Just to compare, the vanilla hide boots have around 900 polys.

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Yeah, don't apply subsurf. In fact, you don't even need to add the modifier unless you're modeling super high-poly meshes and have more experience in advanced modeling.

 

Simple subdivides, and using the smooth option should be all you need. I suggest you go back and delete the modifier altogether.

 

Just to compare, the vanilla hide boots have around 900 polys.

 

Ok, Il have to load an old save and make the adjustments again XD thanks Hanaisse Ive asked so many places and you the only person who gave me a straight up awnser lol

 

thank you!

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  • 2 weeks later...

Hey guys been a bit busy latley and not been able to do work on this but im back on it now. Im having a bit of trouble modeling the leg armor Ive been trying to use a cub. cutting it in half and mirroring it and then shrink wrapping it to the leg however this dosnt quite work out, Im having a lot of trouble now changing it to how I want it to be, what is the best way to go about leg armor? am I better off copying the leg itself then amending it to how I want it?

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 am I better off copying the leg itself then amending it to how I want it?

Absolutely. You can never go wrong duplicating body parts to make armor/clothing.

Or, you can add a cube shape mesh, divide and edit around the leg for something more stiffer.

Use the mirror modifier to make life easy.

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  • 1 month later...

So its been a while, thought I should update here, I know only one person has responded to my thread (and i thank you greatly for this Hanaisse) I have done more work Im not just sat on the boots apart from some resizing and moving around I have actually done all the leg armor: http://imgur.com/gallery/v1L93if and another angle from the side http://imgur.com/gallery/0pRQsPY

 

Any feed back is welcome, I know the model dosnt look great im trying my best and learning as I go, you have no idea how hard that kneepad was to make. as I say I know it dosnt look great and while I do plan to release this once done i am only doing it for my own enjoyment.

 

But yea any feedback you guys can give would be great!

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Thanks HeyYou I appreciate the comments : D

 

Guys im having a bit of a dilemma, I think I know the answer but want to make sure before I carry on, so to create the leg armor as you see in the above images I shrink wrapped a cube to the right leg of the body model, now the way the body model in blender is, from where Ive created the armor it now bends slightly to the side as the leg did image for referance http://imgur.com/gallery/6sDUzI9/new, now obviously in Skyrim when you stand still you don't stand in the pose the body model is in blender and im now having concerns that ive made it wrong and will have to re do it - BUT as per Hanaisse says above make it how I want it to look as it wont affect the rigging/weight painting so even though its at the angle now im guessing it will all be fixed when its rigged/weight painted?

 

I would message Hanaisse direct but I dont want to be a nuisense so any one who can awnser it is greatly appreciated!

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Hi Horkerkiin. Somehow I missed your thread here! (Maybe that's a good thing, because now you have to put up with my smart mouth. :) )

 

If Hana says something, you can bet it's right.  :bowdown:  Go with her answer and make your boots the way you want them to look.

 

They look pretty good right now. especially for a beginner. :dance: They're a little stiff and awkward though, especially the top edge of the shin guard. You ought to make a high poly copy that's smooth and wonderful, one that you can use for baking too, if that's something you want to do later. But right now a subsurfed copy will help you get a smooth top line on the shin guard. Now that you have your low poly object, it's very easy. But if you need help, here's a mini-tut:

duplicate the boot and add a subsurf to the copy. Go nuts with the level of subsurf. Go as high as your rig can handle. You can edit that copy to get the look you want. Once you like the way the subsurf makes the boots look, then to the original add a shrinkwrap and use the subsurfed copy as the target. Hide the target in Object mode and in Edit mode carefully inspect the low poly, because shrinkwrap isn't perfect. If you turn on snap and use "nearest face" (I think 2.49 has that - I use 2.73) you can make the vertices sit nicely again. If snap gets too frustrating hold CTRL while you move verts. And if the shrinkwrap doesn't work well, you can apply the subsurf to the copy. Just remember to save before you apply!

:D

 

If you run into modeling problems feel free to PM me - me and blender go way back, and I'm in front of this rig most of the day, messing up textures for Druid :lmao:

 

For rigging I'm not much help - but Hana is!  :wub:

 

 

 

 

 

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Hi Horkerkiin. Somehow I missed your thread here! (Maybe that's a good thing, because now you have to put up with my smart mouth. :) )

 

If Hana says something, you can bet it's right.  :bowdown:  Go with her answer and make your boots the way you want them to look.

 

They look pretty good right now. especially for a beginner. :dance: They're a little stiff and awkward though, especially the top edge of the shin guard. You ought to make a high poly copy that's smooth and wonderful, one that you can use for baking too, if that's something you want to do later. But right now a subsurfed copy will help you get a smooth top line on the shin guard. Now that you have your low poly object, it's very easy. But if you need help, here's a mini-tut:

duplicate the boot and add a subsurf to the copy. Go nuts with the level of subsurf. Go as high as your rig can handle. You can edit that copy to get the look you want. Once you like the way the subsurf makes the boots look, then to the original add a shrinkwrap and use the subsurfed copy as the target. Hide the target in Object mode and in Edit mode carefully inspect the low poly, because shrinkwrap isn't perfect. If you turn on snap and use "nearest face" (I think 2.49 has that - I use 2.73) you can make the vertices sit nicely again. If snap gets too frustrating hold CTRL while you move verts. And if the shrinkwrap doesn't work well, you can apply the subsurf to the copy. Just remember to save before you apply!

:D

 

If you run into modeling problems feel free to PM me - me and blender go way back, and I'm in front of this rig most of the day, messing up textures for Druid :lmao:

 

For rigging I'm not much help - but Hana is!  :wub:

 

Hi Grond! thanks for the comments! Just seen your message but its like half 1 in the morning here so might look to drop you a pm later if that's ok.

 

Il be honest some of the stuff you said there scares me as I don't know what some of it means, like baking (Il safely assume you dont mean making cake :P), haven't a clue what that is lol I am a total novice when it comes to this so any help is greatly appreciated, I literally followed a guide to get the programs working, get the body into blender and ive since winged it from there lol

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  • 2 months later...
  • 2 weeks later...

 Right, I finally have some progress, its not a huge amount but its something, ive decided to try and dedicate at least 1 hour every day to this preject

 

Ive finally made it so all of the leg pieces fit on each leg accordingly whereas before they where odd and not in shape on each leg  (it literally took me an hour to figure out how to do this, i know, im terrible at this XD )

 

1ZuVtIX.png

 

I still have some amendments to make but ive at least started my work back up!

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  • 3 weeks later...
  • 4 weeks later...

Sp its been around a month since I last updated here, over the last month Grond has been a massive help in helping me with my modeling process, Im pretty much almost at a stage where I can call my model finished, all thats left is a couple of minor tweaks and I also want to make an alternate neck option in a scarf but I dont think that will take long, I will then be ready to move onto UV'ing etc

 

In the last 24 hours as well i have completely re done the legs I think they look a lot better than what I originally did

 

Will put pics in spoilers so I dont destroy the page with images on load,

 

Any feedback please let me know!

 

 

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IblzkPB.png

 

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dArMf1Y.png

 

 

 

Thanks for your feedback guys!

 

 

 

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So Im lost, and stuck. I thought modeling would be the hard part of this process. How so very wrong was I.

 

Ive finished the model, I can UV Unwrap and paint the textures and create the normal maps in GIMP, but apart from this? Im totally lost. I know I have to do stuff relating to the skeletons in Blender and dont even get me started on NifSkope and how confusing that is. I managed to take just my chest-piece and was able to get it into to Nifskope, even got the textures applied and could see them in Nifskope (they looked horrible though I need to do that better) and doing all that took me about 5 hours of messing around. Ive been following the guide I had in the first page but now its almost impossible to follow because it seems to be quite picture reliant and none of the pictures there work anymore. Is there anyone who can help me with this process now the model is finished?

Edited by Horkerkiiin
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You're in the realm of bones and armatures and NiTriwhatevers and strange but essential line items that must be precise or it's no-go. Hana has great armor tutorials here that will help a lot. Be patient and follow them - I bet you get at least one piece into the game before your deadline. :)

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