EGM Files

Post » Sat Jul 10, 2010 3:53 pm

In Oblivion there were many different head shapes and sizes to consider when you made head gear, and having the egm made since to me. In FO3 they are used with vanilla head gear, but I'm not really sure why. I'm asking because some hats I am working on are almost finished, but I have not tried to make egms yet. Do I really need to? Am I missing the purpose of the egms?

Thanks,
Khugan
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koumba
 
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Post » Sat Jul 10, 2010 6:42 pm

You do not need them. As in it will not cause any errors.

In oblivion there was a single head mesh for all races and sixes(cept the freaks :P). In F3 there are several heads, while the facegen parameters are fairly bland in comparision to oblivions diveristy, you may still have a fat head now and again that causes some clipping. An egm may help minimize that. But even with an egm you may run into a clipping issue anyway. especialy around the cheeks and face. In whitch case you might want to fiddle with the mesh and reexport and do a new egm. Its just a topology issue in those cases- the mesh geometry isn't near enough to the head meshes, which the egms will be based off of. and moving a couple verts a tiny fraction has solved this for me.

The only time I wouldn't bother making one is if the helmet completely covers the head and face. Then there really is no point and will probably be much better for performance and mem usuage- If the mesh starts the hits a couple thousand polygon mark, egms end up being pretty large in file size. Several times the size of the mesh itself.

It takes only five minutes to do a batch of egms. I spent more time writing that post than it does making some :D
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saxon
 
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Post » Sat Jul 10, 2010 11:35 pm

You do not need them. As in it will not cause any errors.

In oblivion there was a single head mesh for all races and sixes(cept the freaks :P). In F3 there are several heads, while the facegen parameters are fairly bland in comparision to oblivions diveristy, you may still have a fat head now and again that causes some clipping. An egm may help minimize that. But even with an egm you may run into a clipping issue anyway. especialy around the cheeks and face. In whitch case you might want to fiddle with the mesh and reexport and do a new egm. Its just a topology issue in those cases- the mesh geometry isn't near enough to the head meshes, which the egms will be based off of. and moving a couple verts a tiny fraction has solved this for me.

The only time I wouldn't bother making one is if the helmet completely covers the head and face. Then there really is no point and will probably be much better for performance and mem usuage- If the mesh starts the hits a couple thousand polygon mark, egms end up being pretty large in file size. Several times the size of the mesh itself.

It takes only five minutes to do a batch of egms. I spent more time writing that post than it does making some :D


Thanks for the info Ghogiel. I am having trouble making them, so I may just leave them out. I get weird errors from the conformulator. Is there any other way to make them?
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April
 
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Post » Sat Jul 10, 2010 9:36 pm

There's always the actual FaceGen software.
What errors are you getting from the Conformulator?
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Victoria Vasileva
 
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Post » Sun Jul 11, 2010 5:00 am

There's always the actual FaceGen software.
What errors are you getting from the Conformulator?


I get a message, "Unhandled exception has occurred in your application..." and I am asked if I want to continue. I do but nothing is produced.

EDIT:
NM I didn't convert to obj first. Works fine.
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Jessica Nash
 
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