Difference between revisions of "Creating an armour for Fallout 4. Part 4"

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Instead of using 3ds max as a bridge between Blender and the game, there are two other alternatives, each one with its pros and cons.
 
Instead of using 3ds max as a bridge between Blender and the game, there are two other alternatives, each one with its pros and cons.
  
{|class="wikitable" style="text-align: center; width: 80%; margin: auto;"
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!
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{|class="wikitable" style="text-align: center; width: 90%; margin: auto;"
!Alternative 1
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!style="height:50px; width: 10%;"|
!Alternative 2
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!style="width: 30%;"|3ds max + figment's nif plugin
!Alternative 3
+
!style="width: 30%;"|Outfit Studio
|-
+
!style="width: 30%;"|Bethesda Nif Export Plugin
|
 
|3ds max
 
|Outfit Studio
 
|Bethesda Nif Export Plugin
 
 
|-
 
|-
 
|Pros
 
|Pros
|Better weighting of the meshes<br />
+
|* High quality weighting <br />* Most of the work is done in Blender (easy for Blender users)
|Allows high quality of meshes (full precision)
+
|* High quality of geometry (full precision)<br />* Allows building of skin partitions
|Creates all required data
+
|* High quality weighting <br />* Creates almost all extra data (physics)
 
|-
 
|-
 
|Cons
 
|Cons
|
+
|* Low quality of geometry (medium precision)
|
+
|* Low quality weighting (you can only copy weights between meshes)
|
+
|* Requires 3ds max 2013 (not available anymore)<br />* Difficult to use (there is no documentation)<br />* Exported meshes are low quality (medium precision)
 
|}
 
|}
  

Revision as of 09:55, 5 June 2016

Overview

This is the fourth part of the tutorial on how to create an armour for Fallout 4.

Here I am going to explain some existing alternatives to the process explained in the main tutorial (Creating an armour for Fallout 4. Part 1, Creating an armour for Fallout 4. Part 2 and Creating an armour for Fallout 4. Part 3)

Alternatives

The main process explained previously consisted in the following steps:

Import process
Fallout 4 nif file -> 3ds Max -> Fallout 3 nif file -> Blender
Work in Blender
Create meshes
Create UV maps
Add weights to the meshes
Export process
Blender -> Fallout 3 nif file -> 3ds max -> Fallout 4 nif file -> NifSkope -> Fallout 4 nif file (fixed)

Instead of using 3ds max as a bridge between Blender and the game, there are two other alternatives, each one with its pros and cons.


3ds max + figment's nif plugin Outfit Studio Bethesda Nif Export Plugin
Pros * High quality weighting
* Most of the work is done in Blender (easy for Blender users)
* High quality of geometry (full precision)
* Allows building of skin partitions
* High quality weighting
* Creates almost all extra data (physics)
Cons * Low quality of geometry (medium precision) * Low quality weighting (you can only copy weights between meshes) * Requires 3ds max 2013 (not available anymore)
* Difficult to use (there is no documentation)
* Exported meshes are low quality (medium precision)