A couple of Body MeshTexture Issues

Post » Thu May 19, 2016 8:40 pm

I've made a new Race that is basically just a re-coloured Argonian.



  • I made new ArmorAddOns for the Hands, Feet, Tail and Torso, pointing to new Meshes. These Meshes are just copies of the ones found in the Argonian folder, with a different Texture applied.

  • I made new TextureSets for Hands, Body, and Head, and pointed them to my new Textures. I set these TextureSets to be used by the new ArmorAddOns.

  • I set up a new Armour using my new ArmorAddOns, and applied it as the skin for the new Race.


It all works in game, but there are a couple of issues...



  1. The colour of the texture is different in-game to the CK/Nifskope. It's meant to be a grey colour, but in-game it looks more like a Brown colour.

  2. There's a huge Neck Seam, as though the head is out of proportion with the body. The Head mesh being used on the HeadPart is the default Vanilla Head Mesh, and the Head Morph is also the vanilla one. Fixed. Apparently I'd somehow got the _1 and _0 labelled the wrong-way round when renaming them.

  3. In the CK my Race is showing up just as an ordinary Argonian--it's still green, although it shows the correct colour in game, but I wonder if this might point to some other issue?

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Poetic Vice
 
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Post » Thu May 19, 2016 6:31 pm

Ok, sounds like tint issues.


In your new Race record, in the Tinting tab, sounds like you didn't change anything from the copied Argonian Race record. It's set for a default base colour of green. You just need to create your own default colour.


In the Tint Layer box, highlight SkinTone.dds. To the right now you should see a list of Preset colours in a box, with the Default shown just below that - ArgonianMaleBase. This comes from creating a ColorForm (under Misc in the Object Window). You can either change that Default to None (which should leave the texture as is), or create your own new ColorForm default.


The rest of the colours listed in the Preset box are what you can change the skin tone to when creating NPC's or during Chargen if it's a playable race.



This should solve both the issues, but if it doesn't solve #1 then it could be another TextureSet issue. Make sure the TextureSet has Facegen Textures checked, and that both Has Specular Map and Has Model Space Normal Map are checked.

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Benjamin Holz
 
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Post » Thu May 19, 2016 4:23 pm

You also shouldn't need a separate mesh. You can override the texture with the TextureSet one in the ArmorAddon form for the naked skin.
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Nienna garcia
 
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Post » Thu May 19, 2016 10:10 pm

Thanks guys, that's got it working :D



@Ghastley,


Yeah, that's probably best right now--I wanted to actually edit the meshes, and remove the underwear (so it would be a 'naked lizard thing'), but the Meshes are not "complete"--there's big gaps where the hips are :S At a later point, I might try to re-tex the underwear to blend with the skin, though :)

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BEl J
 
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Post » Thu May 19, 2016 12:47 pm

And that's what body mods are for :P



In fact, to add on to what Ghastley pointed out, anyone using those types of body mods will not see the replacement body on your specific race because of the fact you copied the meshes to a different folder. If you leave the male meshes alone, and use the texture set method, they will.

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jenny goodwin
 
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