Fallout New Vegas
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n0rix

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  1. Courriermojave
    Courriermojave
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    With green hair , the photos you post look like Jade from Beyond Good and Evil . :)
  2. GrindedStone
    GrindedStone
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    Yeah I messed up your mod with all my blabber. Idk I guess I got excited to see someone make something neat like this.
    I was going to work with it somemore but I took a step back an started thinking about it, nothing came to mind yet.
  3. n0rix
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    Thanks for the reply!
    I can understand all of the points you made. I admit, the mod appears like some kind of patchwork - well because that's what it is.
    I consider this to be an exercise for me to get some practice in all the necessary tools. If I'm going to release some other stuff it will be more consistent.
  4. GrindedStone
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    Start over. LOL Yeah I scraped it. I realized that the whole crotch is two piece, with overlaping faces from front to back, you end up with werid shading doing that. It was a good try, but it would turn out better on the second try now that I know what needs doing. It was fun to work with as far as meshes go, if it were not for the huge mess.
  5. GrindedStone
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    Cut out those faces, an the inside shapes, sewed the zipper up, deleted teh button, an the 2 hidden buttons, deleted support edge that was cliping, removed the label, and then removed 309 duplicated verts.
    Flipped her over, grabed the double suport edge, merged that into one, unwraped, set to black, little stuff like removing 24 verts or so. extruded the top the same way an merged, unwraped.

    Now we are looking at the fit. The pants are a great fit to the Type 3 body, the butt crack, lulz, for lack of a better word, is the only part that doesn't fit, so we'll run that line in a bit until it looks like pants should. It's a real nice fit all the way around without a belt to cover up that part, right now, well except for the crack, it's a very complex section of the mesh too, I think I'll use proportional edit with a root falloff. As a way to maybe make the butt look more rounded somewhat from having the hint of a crack at the top. It sticks out about a inch or two right now, an that's only good if you wanted to look down in there an see butt. We don't I do we?

    Idk,... maybe... Okay so I used the sharp falloff on the crack at the very top on a group of about 5 verts, slowly moving it forward, then grabed the group below that, it's much more easy to do stuff like that on a simple mesh, it can be really uniform, as far as how you edit it, something like this is just a guess, proportonal edit allows you to do the guess edit quickly here. Now there are two bulges where the cheeks are at the top, so I'll use a dome falloff to move those up.
  6. GrindedStone
    GrindedStone
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    The pants have overlaping faces, inside overlaps outside, which is why the belt covers up the top, because it looks bad, (just guessing)
    So to fix that, I'll delete whatever is on the inside of the mesh. Who made the pants, because it's a mess? <img class="> ha ha ha
  7. GrindedStone
    GrindedStone
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    Pants mesh has 2 scene roots, this will crash the game normally, I bet you had a time getting it to work huh.
    Mashing it up on a T3 body in blender will fix this. Also because of the way it's structured, it would probalby be
    better to remove the belt an holster from the pants mesh, this way it's just the shirt & pants only that is being mashed up.
    1 it will make your first mash up more easy, 2 Adding the belt an holster later as a optional part is better texture wise. (that or make it part of the belt with the bullets on it)

    The shirt is tomb raider, yeah I know, the artist that created it made a lot of support edges, these are great, but we dont' need that junk in FNV or FO3.
    It's not exactly a 3D Studio Max competition, lol, Fallout tends to lean toward ripped & torn an also as primitive as possible for support, here you see a
    tripple edge or quad or more, though the actual shape of the shirt is pretty good for performance, the support is not, so I'd cut that just cause it's Vegas.
  8. GrindedStone
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    Too Dee Forums



    1. The largest problem is that it's seperated an added onto the the T3 body one piece at a time. It's like 7 pieces or something. The pants mesh is very detailed, that an the body both running together isn't a good idea. Very poor performance can be expected, at the same time there's virtually no way to create this without having the skin underneath clip thru. Why are there animations in this mod, *edit* Okay it's for the holster, are you going to provide support for every weapon or even every vanilla pistol weapon (no) so why bother with this, save the effort and work an cut that from the mod. If you really want a holster mod then focus on making that.

    2. The boots, shirt, and backpack are colored, but not textured. There's a difference, see the pants there's a lot of noise in there that helps make it look like cloth. Also the backpack in particular has a gloss/specular type map because it's shiny. It's like there are 3 aesthetics instead of 1 which takes away from the outfit a bit. You could clothifiy the textures for the boots, backpack, an shirt an create a normal for it, or bake that. Then you could just use a different shirt, boots, or backpack. Kind of a judgement call on what you want it to be. Put a wife beater tee shirt on instead, lol.

    3. The bullets on the belt are of a low resolution, but the rest of the belt is great. I think maybe I would use Blender to edit the UV so that it uses more pixels from the map, while also maybe increasing the map. The rest of the belt would stay the same, but the bullet part would be seperated from the rest of the UV, an then scaled up, something like that. Which you could even go so far as to seperate the bullets from the mesh, then apply the seperate materials an textures which would yeild shiny brass. Another judgement call, got to pick your battles.

    4. It's hard to find the gear. I found it but it wasn't easy. Everybody is going to hate that, an most people don't even know what a caravan is, much less where there is a cavern east of a NCR outpost on the I-15, lulz most don't even know where the I-15 is. What you have to do at this point is to decide if you want this mod to have a quest or not, all the basic parts of the quest are there, it's just the small part of actually creating the quest. The alternative to the quest is to use a screenshot of the locations needed in the download for the mod, or create your own house in the game as part of the mod an put you content there.

    5. If you wanted to keep building on this mod, it would be a good time to get a folder structure. Right now you have nx_outfit as your project folder, it's great that they match. What would be better is if you had a folder named n0rix that had the nx_outfit folder in it, then every project you did you could store in this n0rix folder, an then you would know where each thing was. Meshes, Textures, and sound would each get a n0rix folder an each seperate part of content would be in it's on folder but named fun, with silly names that you can remember easy.
  9. GrindedStone
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    Looking back I think maybe part of the problem is the screenshot. I did like the look of the outfit it just looked janky. Most Jpeg will default to 90% quality or less depending on what program was used. Steam also takes shots in Jpeg, the game engine will still take .Bmp bitmap which is much better. So what you do is use Paint.net to open the screenshot, cut it size wise, and then save it as Jpeg 100% quality based off that .Bmp Also for screenshots you could turn on AA an AF a little higher than what you play on. That or use the native resolution for your display for the game.

    The meshes are seperated, an have 17-50 extra skeleton bone nodes, these can be optimized by clicking the top branch in Nifscope, spells, optimized, remove bogus nodes. Then a really big deal would be to actually mash these up upon the type 3 body, instead of having the full poly count of the type 3 (which is large) plus all off your shapes, this will have poor performance when Nitrishapes already have less performance than strips. When it's mashed up on the T3 body you would be cutting all the skin that isn't being shown, which if you look at the vanilla meshs you'll see they actually cut it into a single shape, kind of hard for us to do that.

    The textures there are way too many, some of these are 512 maps which you could combine 4 into one single 1024, which is the standard size for an outfit. Some use 2 1024 maps or one 2048 for HD, kind of huge. Part of the performance you would get would be from then being able to combine materials on the mesh which is done automaticly thru export settings in blender or spells in nifscope. This is New Vegas too so it's really important to have the mesh optimized. I'm going to see if I can get a version in-game to see it, because I think you did a great job it's just the screenshot doesn't show it well.
  10. n0rix
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    You can do better than that, keep trying I know it's hard.


    If you have any specific suggestions for improvement or constructive criticism feel free to pm me. I'm new to modding and happy about any response as long as it helps me improving my work. The next project i'm currently working on is more extensive and needs some time until it's done.