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Modding Process: Making a Head

Bad Dog edited this page Aug 11, 2022 · 1 revision

Making a character head

Importing the head

  • 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)

Half-head work

  • 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.

Half-head to full-head checklist

  • 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

On joined model

  • 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)

Final for export

  • Separate mouth, if necessary
  • Remove unneeded materials from head and mouth
  • Export