[WIPz] Argonian Only Armor

Post » Fri Aug 06, 2010 10:29 pm

Well, the hands stayed the same size :confused:

I only resized them for the image

And yes, in your endo
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Isaac Saetern
 
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Post » Sat Aug 07, 2010 10:21 am

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/cuirassrender002.jpg

Only temporary texture's, and im just getting the layout right, how i want it. Made a few attempts so far. And next i will start adding details such as buckles, belt holes, a draqe over the crotch area with a kind of metal ringed mesh over the top.

Then I plan to add the pauldron on the right shoulder. When i have the cuirass roughly how i want it anyway
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Heather Stewart
 
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Post » Sat Aug 07, 2010 9:18 am

Why not just make a separate right pauldron? :confused:
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Josh Trembly
 
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Post » Sat Aug 07, 2010 1:32 pm

I am. And im going to make the strap on the cuirass appear as though it's attached to the pauldron
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Laura Simmonds
 
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Post » Fri Aug 06, 2010 11:39 pm

Keep in mind that mesh will get deformed, when body bends, for example while sneaking. Best place the ring at a position that doesn't bend like upper chest!!! ;)


TheDaywalker :rock:
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joseluis perez
 
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Post » Sat Aug 07, 2010 2:35 am

Well i cant really test it at the minute anyway. I cant seem to get it exported, so for the time being im working on the spear im making
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tiffany Royal
 
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Post » Fri Aug 06, 2010 10:51 pm

Did you weight the new armor, else it won't get exported, at least in Blender it is that way!!! :)


TheDaywalker :rock:
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Ella Loapaga
 
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Post » Sat Aug 07, 2010 6:36 am

No ive not.

Never had to do that before
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Melanie Steinberg
 
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Post » Sat Aug 07, 2010 2:32 am

You have to weightpaint manually or copy the weights from the body, so that your armor will get deformed in same way as body when moving ingame. You also have to parent it to the armature before export!!! Only static armor parts like helmet need not to be weighted.


TheDaywalker :rock:
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Liv Brown
 
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Post » Sat Aug 07, 2010 4:47 am

Anyone have any ideas how to do that in max, never needed too before.

EDIT: Well, it seems to have places the cuirass in the game, only problem is its floating above his head...

Obviously, i need to get this sorted before i do any modelling :P
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Maddy Paul
 
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Post » Sat Aug 07, 2010 6:35 am

Just made a quick model for the general idea of the spear, still needs alot of work. Im going to add lots of detail on the shaft, such as a cloth type material wrapped around for the mid section as a kind of grip. And will also make the actual spear head a much better shape. All will be textured properly when im happy with the shape :)

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/Morrowind2010-02-1216-42-20-15-1.jpg
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gandalf
 
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Post » Sat Aug 07, 2010 9:32 am

Yeah i can't get the cuirass into the game, anyone fancy giving me a hand gettin this sorted?

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/TESConstructionSet2010-02-1218-22-5.jpg is what I get when I just export the parts ive made.
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Cedric Pearson
 
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Post » Sat Aug 07, 2010 6:51 am

Oooh, prettyful! Been looking for something nice and tribal-y for my lizard for a while now.

And y'know, I know there's a way to get a piece of clothing/armor like that to show skin through, regardless of what model/texture you have going, but I am sadly no modder and can't tell ya how it'd be done. Poke Westly, he'll know what to do. :P
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Lillian Cawfield
 
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Post » Sat Aug 07, 2010 12:05 am

Yeah i can't get the cuirass into the game, anyone fancy giving me a hand gettin this sorted?

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/TESConstructionSet2010-02-1218-22-5.jpg is what I get when I just export the parts ive made.


That's because your armor takes up the chest slot. It's removing the chest, and replacing it with what you have. The better bodies approach that Westly uses and such still takes up a body part, it just uses a small arm or leg slot that gets covered up, so you don't notice it missing, and the chest piece still shows up. The best workaround I'd see for yours would either be to figure out how things need to be rigged to get it to take up a small arm slot, and add something that will cover that missing piece, or, since this is argonian only, you can just add the argonian chest piece to the armor. That way, it's still replacing the chest, but it's included in your new chest.
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~Sylvia~
 
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Post » Fri Aug 06, 2010 11:15 pm

Actually the Oblivion mod is a conversion of the original Morrowind mod ;)

Now thats a nice looking armor for argonians, I use Liztails bodies and Ive been itching for an excuse to come up with an argonian char, maybe after this armor is done I?ll have it :)
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MR.BIGG
 
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Post » Sat Aug 07, 2010 5:44 am

That's because your armor takes up the chest slot. It's removing the chest, and replacing it with what you have. The better bodies approach that Westly uses and such still takes up a body part, it just uses a small arm or leg slot that gets covered up, so you don't notice it missing, and the chest piece still shows up. The best workaround I'd see for yours would either be to figure out how things need to be rigged to get it to take up a small arm slot, and add something that will cover that missing piece, or, since this is argonian only, you can just add the argonian chest piece to the armor. That way, it's still replacing the chest, but it's included in your new chest.

I know that when using the armor in the chest slot it removes the chest and replaces the one your using, hence why im including the argonian chest piece too.

The thing is im unable to export the chest aswell as my new meshes. Doesn't seem to let me do it.

Im just nosing around in other plugins to see if i can work it out
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Dalton Greynolds
 
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Post » Sat Aug 07, 2010 12:51 pm

I know that when using the armor in the chest slot it removes the chest and replaces the one your using, hence why im including the argonian chest piece too.

The thing is im unable to export the chest aswell as my new meshes. Doesn't seem to let me do it.

Im just nosing around in other plugins to see if i can work it out


Interesting. Have you tried just opening the regular argonian chest in nifskope, and pasting your new armor onto it?
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Andrew
 
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Post » Sat Aug 07, 2010 5:28 am

Im not great with nifskope, only recently started using it. I generally only use it for removing certain objects and changing texture paths
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Devils Cheek
 
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Post » Sat Aug 07, 2010 10:09 am

Have you named the different parts of the mesh like that: Chest 0, chest 1.... ? If the mesh is skinned (since it is a chest/cuirass, I'm assuming it is), the different parts of the mesh need to be named this way.
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patricia kris
 
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Post » Sat Aug 07, 2010 11:47 am

Sorry everyone, but lots of things are really annoying me at the minute, i cant understand why half of this just isnt working.

The chest piece is just beyond my knowledge obviously, and at the minute i cannot get the pauldron to even line up.
Maybe ive just been starring at the screen too long. But im just getting pretty sick of it at the minute. Im not gonna put the time into making the models if i cant even get them to display properly in game
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Aaron Clark
 
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Post » Sat Aug 07, 2010 3:38 am

Sorry everyone, but lots of things are really annoying me at the minute, i cant understand why half of this just isnt working.

The chest piece is just beyond my knowledge obviously, and at the minute i cannot get the pauldron to even line up.
Maybe ive just been starring at the screen too long. But im just getting pretty sick of it at the minute. Im not gonna put the time into making the models if i cant even get them to display properly in game


If you'd like, you can send me what you have for the chest, and I can try to use nifskope to get it to show the chest.
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Sxc-Mary
 
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Post » Sat Aug 07, 2010 3:59 am

It has been a long time since I made any armor for MW but you might also want to make sure that the pivot is placed properly or you will get some strange things happening. Import a Beth model or another model that works properly and see how they have the model placed and the pivot placed and just set yours the same way.

Also the naming convention is important as has been stated already.
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C.L.U.T.C.H
 
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Post » Sat Aug 07, 2010 5:57 am

Thanks for the offer NazoX9, but I'd rather do it myself else I will never figure it out.

So, im starting over on the cuirass (only spent like 10 minutes on the model itself)

So first off, I import "b_n_argonian_m_skins.nif"
http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/Import.jpg Is that ok?

:P Like I said, I have little experience with making models for morrowind.

So, after I have the mesh imported, do I remove the hands and feet? And then, when I start making the chest brace what does it have to be named, is it just "tri chest" "tri chest 0" "tri chest 1" and so on?

http://i319.photobucket.com/albums/mm449/DDevilMonkey_666/export.jpg? How's best to set this?

If i get this working i will be so [censored] happy, im planning on making a few sets of armor, but if i cant even get a cuirass done then that's not going to happen
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Zoe Ratcliffe
 
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Post » Sat Aug 07, 2010 11:06 am

I don't know much about blender so i cant advise you on import/export settings, but I was wondering if you were rigging your chest brace to a skeleton or if it was just a static? This argonian chest mesh you're importing into blender is probably rigged (it needs to be rigged to bend correctly during animatins), so if you want to reexport it with your chest brace to get a single nif everything will need to be rigged. Before exporting you'd have to make sure that the argonian chest is named "tri chest 0", and that all your custom additions follow the naming convention tri chest 1, tri chest 2 etc. (although if you forget you can easily rename everything in nifskope). Otherwise some parts wont show up ingame.

If you are not rigging your work, then you dont really need to follow that convention, although it wont hurt (you never know with morrowind). You'll probably want to rig your meshes though, they will look much better and bend correctly during animations. Non-rigged chest meshes work best for bulky armors I think (since metal does not really bend in real life). I believe Hedgehog's armors are not rigged (because of his use of reflection maps which as far as I know still dont work with rigged armor meshes), so you could always download one of his armors and see with nifskope how everything is set up, and especially check how he placed the pivot. And if you want to check how a rigged chest mesh works, you could have a look at NioLiv's shirt meshes in one of her resource packs.

Hope this helps a bit and that I'm not too confusing. Personally I would recommend reading a few tutorials on how to create an armor/a physiqued/skinned mesh for morrowind in 3dsmax, even if you are a blender user you will learn a lot from them (you could try reading psychodog studios tutorals for instance, they got me started and cleared a lot of things up).
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James Baldwin
 
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Post » Sat Aug 07, 2010 12:45 pm

That's cool, thanks for the help. And just so you know i actually use 3ds max.

Ive been looking for tutorials but i can't seem to find any specific ones, i guess ill have to just have a look around.

I just find it a bit strange though, i didnt have any of these problems when i exported the warhammer armor to morrowind
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Emily Graham
 
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