I want to create a custom race but using a head model preset from racemenu. I just want to modify a bit. Like adding horns. I'm curious. Not sure if this tutorial can help me. Can I just open the head on outfitstudio and add the horns and save it?
See, the problem I am having, is that I am working from scratch.
With no practice or knowledge on how to do... literally Anything.
I thank you for this Tutorial, but I don't even know how to make the Head itself! Heck! I don't even know the first step to that is!
I have been looking for tutorials for weeks for this, and at this point, I'm getting a little burned out. If you have any tips or tricks to what I am trying to do... Go ahead! I need some help! but if you don't, thats fine too! It would be a learning experience!
Sorry for late reply. Creating a head model or body or whatever is a generic process and you dont need Skyrim or modding experience for that. Just google some blender tutorials on how to 3d model and either create your own mesh this way or use a found model from the internet. The tutorial here starts form the moment you already have a mesh of head/body/whatever in whatever 3d program you use (bledner/3dmax etc).
Thank you so much for this guide, I've been searching everywhere for something like this. I've followed the instructions but my final NIF is still coming out in BSTriShape format, I think it would help me figure out this issue if I knew which step is supposed to make Outfit Studio decide to export it in NiTriShape format. Is it the part where you copy the weights from the reference mesh? When you change the partitions?
I noticed the tutorial is based on a single piece model being a skull, for instances where you have a mesh comprised of a head, eyes, teeth etc. what additional steps are required to accomodate these additional meshes?
Near the beginning when you import your own .obj to act as the head over the head_base NiTriShape the imported .obj consisting of multiple objects (head, eyes, teeth etc.) gets coalesced into a single NiTriShape with no way to split out later on.
Eyes, Teeth etc are separate objects to head model. When you open any vanilla head model you will notice it lacks a mouth and eyes. Those are separate meshes. You add them the same way you add the head. You can check the vanilla eye/teeth/mouth meshes and tris for comparison.
Usually eyes have a single TRI obj model, which is the same as their NIF counterpart. Same for mouth. Just position them relative to the head.
for the creation of different tri morphs i'd suggest using outfit studio's sliders instead of directly modifying the mesh. it'll be far easier to fix any problems by just editing the specific slider, then exporting its obj. you can also see how it changes and interacts with other sliders by just dragging it to fix any possible mistakes. once done you can right click the mesh and use export > to Tri (Head).
or export all the sliders as obj and they will come with proper naming, ready to be macroed and then packed into a tri, as long as you use proper slider naming which you can get by importing vanilla tri into blender and checking each morph, what it does and what's its name. if you have more than one head you can then apply these sliders to other heads easier as you'd do with clothes.
20 comments
With no practice or knowledge on how to do... literally Anything.
I thank you for this Tutorial, but I don't even know how to make the Head itself! Heck! I don't even know the first step to that is!
I have been looking for tutorials for weeks for this, and at this point, I'm getting a little burned out. If you have any tips or tricks to what I am trying to do... Go ahead! I need some help! but if you don't, thats fine too! It would be a learning experience!
Just google some blender tutorials on how to 3d model and either create your own mesh this way or use a found model from the internet.
The tutorial here starts form the moment you already have a mesh of head/body/whatever in whatever 3d program you use (bledner/3dmax etc).
I've followed the instructions but my final NIF is still coming out in BSTriShape format, I think it would help me figure out this issue if I knew which step is supposed to make Outfit Studio decide to export it in NiTriShape format. Is it the part where you copy the weights from the reference mesh? When you change the partitions?
Near the beginning when you import your own .obj to act as the head over the head_base NiTriShape the imported .obj consisting of multiple objects (head, eyes, teeth etc.) gets coalesced into a single NiTriShape with no way to split out later on.
Usually eyes have a single TRI obj model, which is the same as their NIF counterpart. Same for mouth. Just position them relative to the head.
or export all the sliders as obj and they will come with proper naming, ready to be macroed and then packed into a tri, as long as you use proper slider naming which you can get by importing vanilla tri into blender and checking each morph, what it does and what's its name. if you have more than one head you can then apply these sliders to other heads easier as you'd do with clothes.