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

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=== Outfit Studio ===
 
=== Outfit Studio ===
 +
[[File:TutAlternatives_3_Export_OBJ.jpg|right|thumb|Export OBJ]]
 +
[[File:TutAlternatives_4_Outfit_Studio.jpg|right|thumb|Outfit Studio]]
 
If you are going to use Outfit Studio instead of 3ds max, the process for creating your armour will be:
 
If you are going to use Outfit Studio instead of 3ds max, the process for creating your armour will be:
  
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; Export process II:
 
; Export process II:
 
: Outfit Studio -> ''Fallout 4 nif file'' -> NifSkope -> ''Fallout 4 nif file'' (fixed, if required)  
 
: Outfit Studio -> ''Fallout 4 nif file'' -> NifSkope -> ''Fallout 4 nif file'' (fixed, if required)  
 +
 +
==== Export OBJ ====
 +
Export your mesh from Blender with the following values (as shown in picture ''Export OBJ''):
 +
* Forward = Y Forward
 +
* Up = Z Up
 +
* Scale = 0.10
 +
 +
==== Import OBJ into Outfit Studio ====
 +
# First of all download and install [http://www.nexusmods.com/fallout4/mods/25/? Outfit Studio].
 +
# Launch BodySlide and then launch Outfit Studio (press the ''Outfit Studio'' button at the right bottom side of the sceen)
 +
# Select File -> Load Reference
 +
# In the pop up window select the mesh you want to copy the weights from (it is important that the mesh you load here has the weights you want):
 +
## It can be the CBBE body if your mesh has only the weights of the body (an armour with trousers, like the vault suit, for example).
 +
### In this case, leave the default selection (From template -> CBBE Body)
 +
### Press OK
 +
## Another Fallout 4 mesh that has the weights you want to use (a vanilla mesh with a skirt, or a vanilla armour, for example).
 +
### In this case select ''From file'' -> then browse to select the nif file of the mesh you are going to use as a reference
 +
### Press OK
 +
# Wait until Outfit Studio loads the reference mesh
 +
# Select Shape -> Import -> From OBJ ...
 +
# Select the obj file you exported previously from Blender
 +
# Outfit Studio will ask for a name for each of the objects you exported. Enter a unique name for each of them (this name will be the name of each of the nodes in the final nif file)
 +
# The imported OBJ will be floating above the reference mesh (as shown in picture ''Outfit Studio''). To align it with the reference mesh:
 +
## Right click on each of the imported objects and, from the pop-up menu, select ''Move''
 +
## Then enter the following values:
 +
### X = 0.0002
 +
### Y = 0.8818
 +
### Z = -120.8440
 +
## Repeat for each of the imported objects, until all of them are aligned with the reference mesh.
 +
  
  

Revision as of 14:56, 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)
* Imports nif files
* High quality of geometry (full precision)
* Allows building of skin partitions
* Imports nif files
* 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)
* Doesn't import nif files (only exports them)

3ds max + figment's nif plugin

Medium quality meshes Fallout 4
High quality meshes Skyrim

This is the alternative explained in Part 1, Part 2 and Part 3 of this tutorial.

Fallout 4 nif files are, by default, medium precision (probably due to Fallout 4 mods being also available for consoles). That means that detailed meshes get deformed when exported into Fallout 4 nif formats. In picture Medium quality meshes Fallout 4 you can see the mesh in 3ds, with round buttons, and how they get deformed and converted into weird polygons when exported as Fallout 4 nif files. Skyrim meshes didn't had this problem (see picture High quality meshes Skyrim to see how the same mesh keeps the round buttons geometry when exported as an Skyrim nif file).

If you can, it is advisable that you keep the meshes simple and move all the details into normal maps (textures), as Bethesda does. THis way, meshes are exported correctly and you can still see the armour details in game.

If you can't move all the details to the normal maps, then the only alternative available right now is to use Outfit Studio instead of 3ds max as a bridge between Blender and the game.

Outfit Studio

Export OBJ
Outfit Studio

If you are going to use Outfit Studio instead of 3ds max, the process for creating your armour will be:

Import process
Fallout 4 nif file -> Outfit Studio -> OBJ file -> Blender
Work in Blender
Create meshes
Create UV maps
(don't add weights in Blender as you will loose all of them when exporting the mesh as OBJ)
Export process I
Blender -> OBJ file -> Outfit Studio
Work in Outfit Studio
Add weights to the meshes
Build skin partition
Export process II
Outfit Studio -> Fallout 4 nif file -> NifSkope -> Fallout 4 nif file (fixed, if required)

Export OBJ

Export your mesh from Blender with the following values (as shown in picture Export OBJ):

  • Forward = Y Forward
  • Up = Z Up
  • Scale = 0.10

Import OBJ into Outfit Studio

  1. First of all download and install Outfit Studio.
  2. Launch BodySlide and then launch Outfit Studio (press the Outfit Studio button at the right bottom side of the sceen)
  3. Select File -> Load Reference
  4. In the pop up window select the mesh you want to copy the weights from (it is important that the mesh you load here has the weights you want):
    1. It can be the CBBE body if your mesh has only the weights of the body (an armour with trousers, like the vault suit, for example).
      1. In this case, leave the default selection (From template -> CBBE Body)
      2. Press OK
    2. Another Fallout 4 mesh that has the weights you want to use (a vanilla mesh with a skirt, or a vanilla armour, for example).
      1. In this case select From file -> then browse to select the nif file of the mesh you are going to use as a reference
      2. Press OK
  5. Wait until Outfit Studio loads the reference mesh
  6. Select Shape -> Import -> From OBJ ...
  7. Select the obj file you exported previously from Blender
  8. Outfit Studio will ask for a name for each of the objects you exported. Enter a unique name for each of them (this name will be the name of each of the nodes in the final nif file)
  9. The imported OBJ will be floating above the reference mesh (as shown in picture Outfit Studio). To align it with the reference mesh:
    1. Right click on each of the imported objects and, from the pop-up menu, select Move
    2. Then enter the following values:
      1. X = 0.0002
      2. Y = 0.8818
      3. Z = -120.8440
    3. Repeat for each of the imported objects, until all of them are aligned with the reference mesh.