Aw darn, was about to ask the same. Do you happen to know of any mod authors that might be good at making a more modern male clothing outfit? All the other mods for that I've found are only for Skyrim LE or are gone. The weapons you've added in are great and I was hoping to use them together with a male clothing outfit to try some kind of skyrim isekai/other world playthrough. Do you think you'd be able to help me learn how to make clothing mods like you have made so I can try to make some for male characters? Or even to link me towards some videos I could use to try and learn how you did?
Glad you like my weapons and that you're interested in creating your own armor mods! Obicnii's tutorial videos may be helpful for learning how to make armor mods from scratch. I get free 3d models available on the internet (GLB/GLTF, FBX, DAE, OBJ) and port them to Skyrim (NIF) using "Blender v3.6", "Outfit Studio", NifSkope, PyNifly Blender Export-Import Add-On, DXTbmp, GIMP, paint.net, AwesomeBump, SSE Nif Optimizer, (Female Head Reference For Outfit Studio for female headgear), etc.
Here's the basic idea of making armors from free models: 0) Prepare reference male/female meshes (head and body) and import them with Blender using PyNifly Blender Export-Import Add-On. 1) Grab a 3D model (textured one, preferably) and import it with Blender to the same Blender file, and adjust its size, position, rotation, shape, etc. 2) Export the UV layout as PNG file(s), and export the adjusted mesh as NIF file(s). (EDIT) DON'T FORGET to set the values of Location, Rotation, and Scale to (0, 0, 0), (0, 0, 0), (1, 1, 1) before exporting. 2.5)(EDIT) Optimize the mesh(es) with SSE Nif Optimizer. 3) Optimize the texture maps for Skyrim with an image editor that can handle DDS files (GIMP, paint.net, ...). You can use DXTbmp to put the metallic maps into the alpha channels of the normal maps. 4) Open the mesh exported in 2) with NifSkope, and assign the texture maps, adjust glossiness and specular strength, attach alpha properties if needed, and save it. 5) Open it with Outfit Studio, load the reference male body/head, conform the meshes, copy and adjust the bone weights, and save the project as an OSP file (OR, just export it as a NIF file if you don't use BodySlide). 6) Open the (shapedata) NIF file with NifSkope and edit the partition (body slot), and save it. 7) Open the sliderset with BodySlide and build the mesh: SKIP THIS STEP if you don't use BodySlide. 8) Use CK or SSEEdit to create records (Armor Addon and Armor, Constructible Object, Texture Set, etc.) in a new plugin (I'd recommend an ESL-flagged ESP), and assign the mesh and texture maps you made.
If you're completely new to Skyrim modding, I'd recommend starting with simpler mods. As for me, I've learned modding through making texture replacers, mesh replacers, simple weapons, NPC replacers and standalone followers, BodySlide conversions, and porting FO4 mods to Skyrim.
8 comments
Here's the basic idea of making armors from free models:
0) Prepare reference male/female meshes (head and body) and import them with Blender using PyNifly Blender Export-Import Add-On.
1) Grab a 3D model (textured one, preferably) and import it with Blender to the same Blender file, and adjust its size, position, rotation, shape, etc.
2) Export the UV layout as PNG file(s), and export the adjusted mesh as NIF file(s). (EDIT) DON'T FORGET to set the values of Location, Rotation, and Scale to (0, 0, 0), (0, 0, 0), (1, 1, 1) before exporting.
2.5)(EDIT) Optimize the mesh(es) with SSE Nif Optimizer.
3) Optimize the texture maps for Skyrim with an image editor that can handle DDS files (GIMP, paint.net, ...). You can use DXTbmp to put the metallic maps into the alpha channels of the normal maps.
4) Open the mesh exported in 2) with NifSkope, and assign the texture maps, adjust glossiness and specular strength, attach alpha properties if needed, and save it.
5) Open it with Outfit Studio, load the reference male body/head, conform the meshes, copy and adjust the bone weights, and save the project as an OSP file (OR, just export it as a NIF file if you don't use BodySlide).
6) Open the (shapedata) NIF file with NifSkope and edit the partition (body slot), and save it.
7) Open the sliderset with BodySlide and build the mesh: SKIP THIS STEP if you don't use BodySlide.
8) Use CK or SSEEdit to create records (Armor Addon and Armor, Constructible Object, Texture Set, etc.) in a new plugin (I'd recommend an ESL-flagged ESP), and assign the mesh and texture maps you made.
If you're completely new to Skyrim modding, I'd recommend starting with simpler mods. As for me, I've learned modding through making texture replacers, mesh replacers, simple weapons, NPC replacers and standalone followers, BodySlide conversions, and porting FO4 mods to Skyrim.
P.S. You could convert LE mods with SSE Nif Optimizer and Cathedral Assets Optimizer.
Please keep making more of them. {thumb's up}