-
Notifications
You must be signed in to change notification settings - Fork 17
Modding Process: Making a Head
Bad Dog edited this page Aug 11, 2022
·
1 revision
- Import nif
- Import tris
- Convert triangles to quads
- If doing the mouth, repeat the above for the mouth
- Join mouth to head
- Merge all verts by distance (.001)
- Remove vertex colors
- Delete left half
- Delete left-side vertex groups and shape keys
- Make groups: Upper & lower jaw, upper & lower palette (including teeth), tongue, center seam
- Zero center seam (pivot around 3d cursor; put cursor at 0 on x-axis; select center seam; scale to 0 on x-axis)
- Whatever redesign you're doing
- Create shape morph for opposite sex if you can get away with that
- All symmetric right-side morphs Create shape keys for asymmetric morphs but don't do anything with them.
- Check UV is ready to reflect across X. Zero center seam.
- Do bone weights and partitions. Make sure whisker weights are uniform base to tip.
- Match neck seam and weights to body
- Trial export to find partition problems. Fix them.
- Make left side: Dup and scale -1 on x (object mode)
- Apply transform
- Flip face normals
- Rename morphs and weights from right to left side
- Mirror UV
- Join with right half
- Join center seam
- Join UV (should happen automatically)
- Do asymmetric morphs (FO4: LJaw, RJaw; Skyrim: Disgusted, Puzzled). Check the rest.
- FO4: Transfer neck seam normal from body (Link/Transfer Mesh Data -> Transfer Mesh Data)
- Correct neck seams and weights (in case the body isn't symmetric)
- Separate mouth, if necessary
- Remove unneeded materials from head and mouth
- Export
Useful Python Scripts
- Remove unused vertex groups from shape
- Vertex Group Flip L-R
- Flip Shape Keys Left-Right
- Select Shape Key Vertices
Notes on tools