Freedom Reborn

Freedom Force Forums => Requests for Skins and Meshes => Topic started by: Failed_Hero on July 11, 2010, 08:14:34 PM

Title: Goth Mesh: Question and Blender Request if possible?
Post by: Failed_Hero on July 11, 2010, 08:14:34 PM
Is the Goth Mesh acceptable to skope?  I cannot find a read me in the file.  Second I was wondering if someone with some meshing or blender skills could would on a more Squadron Supreme Nighthawk or Earth -3 Owl Man like cape for that mesh?

This Mesh:
(http://www.infinitysedge.org/freedomforce/Goth.gif)

http://www.infinitysedge.org/freedomforce/Goth.gif
Title: Re: Goth Mesh: Question and Blender Request if possible?
Post by: Failed_Hero on July 13, 2010, 04:15:22 PM
Anyone suggestions?
Title: Re: Goth Mesh: Question and Blender Request if possible?
Post by: Cyber Burn on July 13, 2010, 04:39:30 PM
Ewzzy has some madd skills with Blender, maybe he could walk you through with what you need? Otherwise, there have been a couple of SS Nighthawks released, maybe one of their capes would work?
Title: Re: Goth Mesh: Question and Blender Request if possible?
Post by: Failed_Hero on July 13, 2010, 07:18:32 PM
The issue, Cyberburn is the node structure for this cape is completely different that most of the capes.  I'll contact Ewzzy, thanks for the suggestion 
Title: Re: Goth Mesh: Question and Blender Request if possible?
Post by: Ewzzy on July 13, 2010, 07:49:42 PM
Thanks for the mad props but my Blender skills are still pretty basic sculpting. I'd like to weigh in here but I'm not familiar with the Goth mesh and I can't see the image you've posted.
Title: Re: Goth Mesh: Question and Blender Request if possible?
Post by: ow_tiobe_sb on July 14, 2010, 03:27:24 AM
Quote from: Failed_Hero on July 11, 2010, 08:14:34 PM
Is the Goth Mesh acceptable to skope?  

If the mesh you have in mind is the same Goth mesh I know, then 'tis by bearded, and he has given his permission to 'skope it (http://freedomreborn.net/forums/index.php?topic=48917.0).

If my knowledge of meshing is accurate (and I've been out of the game for a time), 'tis virtually impossible to make working alterations to a cape without access to the original 3ds max file (and your own copy of 3ds max).  The Physique modifier applied to a cape, which informs the cape how to bend and move realistically in response to the model's body's movement, is rather unforgiving once 'tis applied.  Just ask any NIFSkoper who has accidentally deleted the skin node (if memory serves me) from a mesh.  My recommendation is that, instead of trying to graft geometries onto the cape, you use NIFSkope to activate the alpha layer properties of the cape's material and do the proper alpha channel work in the cape's skin to achieve the look of, e.g., Owlman's cape.

Of course, I hope there is someone who has mastered every facet of NIFSkope who can prove me wrong.  (And, of course, I don't have a picture of the mesh ready to hand, so I don't know if the cape is long enough to make my recommendations feasible.)

ow_tiobe_sb
Phantom Bunburyist and Whirled Braker