Creating an armour for Fallout 4. Part 4

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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)


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)