Right- added sleeves to the other long dresses, fixed tint map for people who won't avert their eyes...
Tired now.
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Sorted out the malebase neck.
Right - I'm done on nudes and clothes for a bit (except bugfixes), got an armour project I want to finish.
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I felt the dresses looked wrong without a bit of cleavage, so I got tweaking. I also discovered sleeves were easier than I thought. Finally I spend more than the usual 15 seconds on clothes textures and put together a couple of sets of underwear (fully tintable). This will hopefully satisfy the PW people :-)
The catsuit was easy, but I'm not sure how useful/sensible it is. It's a lot of polys to achieve something that could be mostly done with a proper base texture. Anyway, I've included it, but use with care.
Only three sets of UVS - one for the long robe, one for the short and one for all the bodies (and catsuit). I've only included .mdbs of the underwear for the bodies with feet and hands - I'm sure you can manage to sort it out if you want to use the outfits with boots.
Any future retexturing I do I'll probably use these meshes - I think they're the best yet.
Just need to get the male base neck sorted out and then I'm done with this!
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OK - done the male bases. Same deal as before - P_HHM_NK_Body02 has hands and feet but may clash with boots and gloves. P_HHM_NK_Body03 has no hands or feet. Came together OK in the end.
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All the dresses are done now - phew.. going to be week or two to get the male base done unless a cunning idea I've had works.
Let me know any problems and I'll do my best to fix them.
****Long Dress 1 done****
Well that was a nightmare - there is very bad mesh stretch when running on the front and back of the dress - confined to the centre panels. This seems to be unavoidable - all the original dresses suffer from it as well. I strongly advise leaving a slit in the dress if you want it to be used by a player (who will be running everywhere)
I may revisit the weighting a bit in the future, but it's not going to get much better. If somebody else wants to try feel free!
***Now with smaller breasts!*** (By request)
Added:
NK_Body04 (with hands and feet)
NK_Body05 (without)
Yes - its the long awaited (well by me anyway) JNNWC!
Ardells work on the Blender scripts reignited my interested in doing something for NWN2 - so I figured I revisit my first project - chainmail bikinis (hey, a guy's got to have an obsession...) I soon found Zylch's nude a bit restrictive and so did my own. It's got a few more polys than the original, but I think it looks better for it. Look at the hands and feet - no seams! (Only possible thanks to Ardell)
Once I'd done that I had to make a dress to go in the belt slot so you reskinners can have some fun.
The main change to the nude is that I've redone the UV map so there's more texture space (and more polys means a better profile too). This may lead to seam problems for some people but solutions to this do exist - drop me a line if you're have problems retexturing it. Likewise making the dress a second object means it's got a much better texture space too - much more scope to do your own hemlines.
The seamless hands and feet are done by modelling hands feet on the main body but then having invisible boots and gloves. This causes problems if you do put gloves and boots on the mesh - so use NK3 if you're planning to this - it has no hands and feet.
I've done the elven one too - just a quick rename. It uses the same textures as the human one.
I have no plans to do dwarves and half-orcs yet - if enough people want them I suppose I could.
Interestingly once I'd got the nude done and the texture baking sorted out I was able to do the bikini in about 2 hours flat - so I may produce a few more varients. The dress texture took all of 5 minutes, but you can probably see that from looking at it!
Programs used:
Daz 3d for the high poly model
Blender
Gimp
Very well done! The textures are amazing and look very natural on the models. _________________________ Ignore stupidity, and it shall destroy itself. Ignore wisdom, and it shall destroy you... Know what to ignore...KoGar
Posted by jester_v01 at 2009-08-2801:50:56
Kemo, I didn't know that. Fortunately, I can't imagine anybody would want to use the dresses I made and hopefully the reskinners will remember to renumber them... (and now they know they need to!)
Posted by kemo at on08/27/09
Brilliant stuff, though one caveat: if you have an outfit that uses a male belt with no female equivalent, the female outfit grabs the default cloth belt variant. Until now, there hasn't been one, so it would just ignore it. But this pack adds p_hhf_cl_belt01, so dresses will appear on all female outfits that are using nonexistent belts (i.e., belts that exist for males but not for females). _________________________ KEMO Auctions | KEMO Beds and Tables | KEMO Bio | KEMO Custom Animations | KEMO Custom Chairs | KEMO Experience Award System | KEMO Jukebox | KEMO PC Scry | KEMO Storage System Kingdom of Haven admin
Posted by jester_v01 at 2009-08-2605:21:31
bring up the console with '~' then type 'debugmode 1' then 'giveitem XXXX' where XXXX is the name of the uit - e.g. naked1 equip item
Posted by fireseed424 at on08/24/09
explain a little more about the .uti please?
Posted by jester_v01 at 2009-08-2506:33:35
Just dump them in your override directory - use the console to give your character the .uti
Posted by fireseed424 at on08/24/09
How do you install them?
Posted by jester_v01 at 2009-08-1811:56:33
noloser: It's been a very long time since I used 3dmax, but I'm sure these a way to get it to recalculate the face normals so that they're all pointing 'outside', and I think it's with a modifier. Try asking on the Bioware forums. If you're slicing a face then it's normal shouldn't change - though 3dmax might flip it. Dalamar: If you look at some of the costumes (naked*) in the toolset you'll see what I mean. To change the textures simply open the .dds file in Gimp (free plugin needed), edit, and save.
Posted by DalamarVelkyn at 2009-08-1811:27:44
How do I use that variant? I'm not that well versed in modifying the NWN client and didn't see anything about it in the tutorial how to change the skin (Zylch's I believe)
Posted by noloser at 10:16:54 Voted10.00
If I Recall Correctly? So you are saying in 3dmax then? If you are not saying something that found in newer version of 3dmax, then yes, indeed there is one modifier that can edit normal without changing the polygons faces. But still, there isn?t a function that you can auto calculates the normals through the original mesh or a function to import/export those normals; you have to edit them one by one by hand. But, beside there is so many normals in the mesh that it would confuse you to the max, there is no way shall I know how much to move those normals for them to have the same reflections angles as the unsliced version. So, there is no way I can fix that, and I can?t find any help in Google too.
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