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=Introduction=
=Introduction=


This tutorial is a step-by-step guide for making a new cuirass in Blender by starting from the game body meshes.  This has some limitations, but it also has the advantages that if you use it, you will not have to make new UV maps or weight paint.  This is what I do for my own armor meshes, and it works best with a more fitted look, at least until you amass enough experience to push/pull the bodies into basically any shape at all.   
This tutorial is a step-by-step guide for making a new cuirass in Blender by starting from the game body meshes.  This has some limitations, but it also has the advantages that if you use it, you will not have to make new UV maps or weight paint.  This is how I got my start with armor modeling, and it works best with a more fitted look, at least until you amass enough experience to push/pull the bodies into basically any shape at all.   


Sample results from my Syntyche's Cavern mod:
Sample results from an unreleased mod work-in-progress (the cuirass is new, the pants are retextured):


[<img src="http://img156.imageshack.us/img156/9442/bleakfullse1.jpg" alt="Image Hosted by ImageShack.us" />]
[[http://i152.photobucket.com/albums/s197/sickleyield/Philemon/direthirstf2.jpg Dire Thirst Cuirass]]


Before you do this tutorial, you need to know the techniques used in my [[http://cs.elderscrolls.com/constwiki/index.php/Custom_Sword_in_Blender sword]] and [[http://cs.elderscrolls.com/constwiki/index.php/Custom_Shield_in_Blender shield]] tutorials.  And, if nothing else, you’ll like me better for not making you do any UV mapping in this one. :) I really wouldn’t do this one starting from no modding experience at all, but hey, maybe you have a crazy steep learning curve.  That’s up to you.
Before you do this tutorial, you need to know the techniques used in my [[http://cs.elderscrolls.com/constwiki/index.php/Custom_Sword_in_Blender sword]] and [[http://cs.elderscrolls.com/constwiki/index.php/Custom_Shield_in_Blender shield]] tutorials.  I really wouldn’t do this one starting from no modding experience at all, but that’s up to you.


This is not a short tutorial (I had to break it into two parts) because making armor is not a short process.  It’s lots of fun, and the results can be amazing, but if you’re going to do it you need to be prepared to invest some time.
This is not a short tutorial because making armor is not a short process.  It’s lots of fun, and the results can be amazing, but if you’re going to do it you need to be prepared to invest some time.


A big Thank You to Growlf, who told me about subdivision and how to make double-sided meshes.  I would never have learned to model without this important information.
=Important Preliminaries: Your Modding Toolbox=


I’ll plan to add pictures for illustrative purposes at some point.
You will need:


=Important Preliminaries: Your Modding Toolbox=
*A BSA unpacker: [[BSA Unpackers]]
*The latest version of [[Installing Blender|Blender with the NIF scritps]], and a working [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro knowledge of the program].  It's complicated.
*[[NifSkope]] a powerful NIF editor.
*A graphics editor such as the [[GIMP]]. The link for the Blender tutorial page above also has some excellent instructions for GIMP. I use GIMP, and any texture instructions will be specific to that program.
 
To use GIMP for Oblivion, you'll also need the [http://nifelheim.dyndns.org/~cocidius/download.php?filename=gimp-dds-win32 .dds plugin].
 
 
=Useful Blender Shortcuts=
 
I’ll probably mention these throughout the tutorial, but you can always refer to this section if you forget one (or I do).


You will need:
{{Useful Blender Shortcuts}}


1.  A BSA unpacker: http://www.tescreens.be/oblivionmodwiki/index.php/TES4BSA


2.  The latest version of Blender: http://www.blender.org/cms/Home.2.0.html
…And a working knowledge of the program, because it’s complicated:
http://math.hws.edu/eck/cs324/


3.  NifSkope, a powerful editor for meshes: http://sourceforge.net/project/showfiles.php?group_id=149157&package_id=170735
=Importing Necessary Body Parts and Skeleton=


4.  The Blender NIF Scripts from Sourceforge, which allow export of meshes from Blender in the right format for Oblivion: http://sourceforge.net/project/showfiles.php?group_id=149157


5A graphics editor like the GIMPThe link for the Blender tutorial page above also has some excellent instructions for GIMPI use GIMP, and any instructions will be specific to that program.   Get it here:
Start out by opening Blender by double-clicking the icon on your desktopIf this is your first time, you’re probably looking at a boring gray gridIf you want it to look different, refer to my Talk page (SickleYield) for a link to some nice themes for Blender.  If you see a cube here, press a and then delete. Choose “yes.
http://gimp-win.sourceforge.net/stable.html
And the necessary .dds plugin to edit the game textures and make your own:
http://nifelheim.dyndns.org/~cocidius/download.php?filename=gimp-dds-win32


6.  Optional: CuteUnit’s riggable nifs, and a program like 7zip or Zipgenius to unpack them.  They’re male and female bodies with the nude female upperbody.  You can still do this project without them, you’ll just have to import more pieces separately.  There are directions for that below.  Get the nifs here:
http://www.filefactory.com/?ce9e55


First, import the body. Click on File-Import-Netimmerse/Gamebryo.  Now you have a menu showing some directory on your computer.  Click around until you’re in your BSA folder of unpacked Oblivion data files (mine is c:\oblivionbsa).  Go to data\meshes\characters\_male.  Yes, Bethesda put all the female nifs in here, too.  Now you should see a long list of nifs.  I’ll start with femaleupperbody.nif, because I’m female and my characters usually are, too.  If you want to do the male version of your cuirass first, you could use upperbody.nif.  Double-click the file and press “Okay” to import it.


=Important Warning: Blender/NIF Script Compatibility=


As of this writing, some people encounter a fatal incompatibility between Blender 2.42a and the NIF scripts, since those are not being updated right now. You might have to rollback your Blender version to the last one before that.  I’m using both without significant problems, but that’s after a reinstall of my Python environment.  If you’re unable to export after doing all the steps right, it’s possible this is the problem.
You should see a torso floating above the grid in Blender in Object mode (the default mode when you open Blender). There's also an armature below it; if you do not see it clearly then switch to wireframe mode. Click on the armature to highlight it, then delete it.


=Configuring the NIF Scripts=


Be sure to configure your NIF Scripts to version 20.0.0.4. You can do this by clicking on the little python emblem in the main menu to take you to the scripts screen. Then click on Scripts - System - Import/Export. This should allow you to choose your .nif import or export scripts from a dropdown menu. Make sure it says .nif version 20.0.0.4 and size 10. (I've heard people say 1, but 10 is what works for me. If your meshes seem too big or small when exported, this is the setting you change.)
Repeat this process for femalelowerbody.nif, femalehand.nif, femalefoot.nif, and if you want, also humanhead.nif from the "imperial" folder (not the "_male" one). This should give you a complete body. Don't forget to delete the armature after every import.


=Useful Blender Shortcuts=


I’ll probably mention these throughout the tutorial, but you can always refer to this section if you forget one (or I do).  
Finally, we need a skeleton. For reasons that will be clear later, first select all your meshes: go to Object mode and hit A, or hit it twice, until all your meshes  show up pink. Again go to data\meshes\characters\_male and now select "skeleton.nif". However, this time, we only need to import the skeleton. So, before importing the file, go to the settings (click "advanced") and select "Skeleton Only + Parent Selected". Also make sure that "Realign Bones" is enabled.


r: rotates the mesh from whatever direction you are viewing it. Use carefully or the results are very odd.


s: scale the entire mesh up or down by dragging the mouse up or down. Also drags the mesh out of alignment with the axes, especially z, so you’ll want to move it around afterwards.  
I recommend that once you’ve gone to this much trouble, you save this as something like femalebody.blend.  Then do File-Save As again and save it as mycuirass.blend (or whatever you wish).  This way you’ll have a stored version of the body that you can use for future armor projects. I mostly work with Fantasy Figures and Robert's Male Bodies, but I try to keep a version of both sexes of whatever bodies I'm using for this sort of starter purposes.  The pictures I'm making are using a smoothed-out version of Fantasy Figures Beta.


r and x, y, or z: rotates the selected mesh or vertices on the x, y or z axis.


s and x, y, or z: scales the mesh along an axis.  
Just to recap, at this point you should be looking at your complete male or female body in Blender.


g and x, y, or z: grab and move selected a mesh or vertices on x, y, or z axis. Again, you can do this without x, y, or z, but you often won't end up with the position you want.


z: when used in edit mode, makes every vertex visible and the faces transparent. Very useful for selecting hidden vertices from any given angle.
=The Torso and Neck Line=


b: a crosshair appears that you can click and drag to create a rectangular selection box.


b, b: a circle appears that you can scale up or down by rolling the mouse wheel to create a selection area.  
Right-click on the middle of the female torso to select it.  Now go to the dropdown that says Object Mode and switch to Edit Mode.  [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=6.jpg Pressing tab key should also do this].  The torso goes from a featureless surface to a network of connected dots, the vertices and faces of the mesh.  With the default game topless mesh, the surface is smooth, and you can go straight to making a top out of it.  This is why we use the topless one and not the lumpy bra version (that one is far too difficult to model with, at least for me).


Mouse wheel: hold down and drag to “roll around” the screen and look at the mesh from different angles. Hold down shift/wheel and drag right or left to move right or left only. Scroll mouse wheel up or down to zoom in and out.


=Importing Necessary Body Parts and Skeleton=
If you’re using a different body mesh such as Fantasy Figures, BAB, etc., you might need to shrink the nipples so they don’t stand out and make it obvious this piece is from a body mesh.  I've already done this for the pics you've been seeing in order for this to be a more or less all-ages tutorial.  Sculpt Mode is your friend for that kind of work, but I'm not going into that for now.


Start out by opening Blender by double-clicking the icon on your desktop.  If this is your first time, you’re probably looking at a boring gray grid.  (If you want it to look different, refer to my Talk page (SickleYield) for a link to some nice themes for Blender.  If you see a cube here, press a and then delete and choose “yes.”


OkayFirst we need a skeletonClick on File-Import-Netimmerse/GamebryoIf you don’t have that option, you probably haven’t installed the NIF scripts correctlyNow you have a menu showing some directory on your computer.  Click around until you’re in your BSA folder of unpacked Oblivion data files (mine is c:\oblivionbsa).  Go to data\meshes\armor\bluearenaheavyDouble-click cuirass.nif from the f folder, then click Okay to import it.   
Select a random vertex anywhere on the body by right-clicking it.  Press gMove the mouse around and observe how the vertex is dragged away from the bodyYou can use g and x, y, or z to drag the vertex on just one axis at a timeThis is good, because otherwise you can get odd-looking results from the third dimension that you can’t seeBefore you continue with this, I recommend going back to Object Mode, duplicating the torso section (shift-D), and then switching back to EditScale the copy  to be a little larger than the body section using ALT+S, not just sTry to get it to where there is no overlap or clip between the underlying torso and the duplicate that will become your mesh.   


Now you have the entire Arena armor set in your Blender window, but you probably can’t see it because of the huge angular skeleton sticking out in all directions.  Click the skeleton to select it.  Now look down at the buttons window below.  You should be able to see a display that says things like X-ray, Draw Names, Stick, et cetera.  Click on Stick.  Your skeleton is now a set of thin lines that don’t interfere with the mesh.


Now select and delete all the parts of the Arena armor you imported, but NOT the skeletonThis skeleton is one that the game will recognize as armor, but it also has enough bones that you can have a cuirass that goes to the ankles if you want. If we’d chosen a game cuirass to take a skeleton from, we’d be limited to exactly the bones used by that cuirass.
You can check the overlap by switching to [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=7.jpg wireframe mode].  Press the z key.  You can see different sides of your mesh by pressing numbers on the numpad, or ctrl + any numpad numberIf you're scratching your head because your mesh looks like that already and has been driving you crazy, find [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=8.jpg this] button and click it off.


Now let’s see the body.  Import again, but this time go to data\meshes\characters\_male.  Yes, Bethesda was a little lazy and put all the female nifs in here, too.  Now you should see a long list of nifs.  I’ll start with femaleupperbodynude.nif, because I’m female and my characters usually are, too.  If you want to do the male version of your cuirass first, you could use upperbody.nif.  Double-click the mesh and press “Okay” to import it.
Now you should see a torso floating above the grid in Blender in Object mode (the default mode when you open Blender).  It will probably be virtually obscured by the skeleton that came with it.  Don’t worry, we don’t need that.  Click on the skeleton to highlight it, then delete.  Make sure you delete the one from the body, not the armor one that you just spent so much time clearing nifs from.


VERY IMPORTANT: Now click on the body, click on the skeleton, and press ctrl-P IN THAT ORDER.  Then click “make parent” and “don’t create groups.”  This will make sure your new cuirass moves with the skeleton as it should.
=Important Tip: Proportional Editing=


Now repeat this process for femalelowerbody.nif, femalehand.nif, femalefoot.nif, and if you want, also humanhead.nif from the "imperial" folder (not the "_male" one).  This should give you a complete body.  I recommend that once you’ve gone to this much trouble, you save this as something like femalebody.blend.  Then do File-Save As again and save it as mycuirass.blend (or whatever you wish).  This way you’ll have a stored version of the body that you can use for future armor projects.  I try to keep a version of both bodies around for this sort of starter purposes. 


If you’re using CuteUnit’s nifs, just import one of those and delete the skeleton instead of importing all the game parts from the BSAs.
Here's something much more useful than plain g.  At the top of your buttons window, below the 3d window, there is a line of little symbol buttons.  If you hover your mouse over them, it should say what they are.  One of them looks like a little orange circle.  This is the proportional editing button.  Click it and choose [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=9.jpg on.]


Just to recap, at this point you should be looking at your complete topless male or female in Blender.


=The Torso and Neck Line=
Pick any random vertex and grab it again.  Notice how when you do that, it pulls more than just the one vertex?  This lets you smoothly edit parts of the body instead of having to do it vertex by vertex.  Also, if you hold the mouse still and move the wheel, you can grow or shrink how much is affected around the vertex you chose.  This is ridiculously useful when you're making clothing and armor.


Click on the middle of the female torso to select it.  Now go to the dropdown that says Object Mode and switch to Edit Mode.  The torso goes from a featureless surface to a network of connected dots, the vertices and faces of the mesh.  With the default game topless mesh, the surface is smooth, and you can go straight to making a top out of it.  This is why we use the topless one and not the lumpy bra version (that one is far too difficult to model with, at least for me).  If you’re using a different body mesh like Corwyn’s or Biu’s, you might need to shrink the nipples so they don’t stand out and make it obvious this piece is from a body mesh.


Select a random vertex anywhere on the body by right-clicking it.  Press g.  Move the mouse around and observe how the vertex is dragged away from the body.  You can use g and x, y, or z to drag the vertex on just one axis at a time.  This is good, because otherwise you can get odd-looking results from the third dimension that you can’t see.  Before you go hog-wild with this, I recommend going back to Object Mode, duplicating the torso section (shift-D) and scaling it to be a little larger than the body sections.  This will drag it out of sync, so you might have to move it upwards using g-z.  Try to get it to where there is no overlap or clip between the underlying torso and the duplicate that will become your mesh.
Now you have a body section and a proto-cuirass over it.  Select the larger duplicate and make sure you're in Edit Mode.''


Now you have a body section and a proto-cuirass over it.  Here’s another reason why we use the topless female mesh – now you can make a sleeveless or strapless look if you wish and not worry about the ugly bra straps.  Select the larger duplicate and go back to Edit Mode. 


Now it’s time for the fun part – making your cuirass torso look like a cuirass instead of just like smooth skin.  I can’t tell you exactly what to do here, because it will depend on your preferences and art skills, but I’ll give you some suggestions based on my own projects.   
Now it’s time for the fun part – making your cuirass torso look like a cuirass instead of just like smooth skin.  I can’t tell you exactly what to do here, because it will depend on your preferences and art skills, but I’ll give you some suggestions based on my own projects.   


==Do’s and Don’ts==
==Do’s and Don’ts==


DO NOT:
DO NOT:


-Distort vertices too far.  This mesh is already weight-painted – it’s already been told which bones it should move with.  If you move a vertex from breast level up to head level, it will still move like part of the breast section.  And if you stretch a vertex very far from others near it, it will stretch the texture oddly.
-Distort vertices too far.  This mesh is already weight-painted – it’s already been told which bones it should move with.  If you move a vertex from breast level up to head level, it will still move like part of the breast section.  And if you stretch a vertex very far from others near it, it will stretch the texture oddly.


-Add new vertices.  They won’t be part of the weight painting or the UV map and will therefore screw your project royally.  This is important because it will affect how your mesh looks with a texture on it, and even whether you can make that texture at all.
 
-Add new vertices by extrusion.  They won’t be part of the weight painting or the UV map and will therefore screw your project royally.  This is important because it will affect how your mesh looks with a texture on it, and even whether you can make that texture at all.
 


-Accidentally make your cuirass intersect the body sections under it.  This is known as clipping, and it looks terrible in-game.  To help avoid this, make sure you look at every change you make from more than one angle.
-Accidentally make your cuirass intersect the body sections under it.  This is known as clipping, and it looks terrible in-game.  To help avoid this, make sure you look at every change you make from more than one angle.


DO:
DO:


-Subdivide.  If you select some vertices adjacent to each other and then go down to the buttons window in Edit Mode, you should be able to see a button that says “Subdivide.”  Yes, you might have to hunt through a few tabs for it, because Blender’s edit screens have a lot of little buttons.  This is a good thing, believe me.  If you click Subdivide, it will double just the vertices you chose.  One square will become four squares, a line of three vertices will become a line of six, and so on.


This will allow you to make spikes, for example, without a screwy UV map.  Subdivide the area – say a circle of six vertices – that will be the spike, and subdivide it.  Now raise the vertices, then raise the ones in the middle of them, then the central triangle or vertex (you might have to subdivide the central triangle to get a one-vertex point)Now the spike consists of several vertexes and you can put details on the texture of it rather than having an oddly stretched-looking section.
-Subdivide.  If you select some vertices adjacent to each other and then go down to the buttons window in Edit Mode, you should be able to see a button that says [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=10.jpg subdivide].  You might need to hunt through a few tabs for itIf you click Subdivide, it will double just the vertices you chose.  One square will become four squares, a line of three vertices will become a line of six, and so on.  This gives you a way to add more detail than the original mesh leaves room for.
 
 
-Use the knife tool.  This is wonderful if you want to divide faces only horizontally OR vertically instead of both at once (like subdivide does).  You can access it by pressing SHIFT + kYou can then choose a mode; I usually use [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=11.jpg midpoint], but feel free to experiment.  You use it by left-clicking outside the area you want, then dragging across the area like [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=12.jpg this] and pressing enter.  When used horizontally, the result is something like [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=13.jpg this].
 
 
-Mold the edges.  Subdivide or knife cut around the armholes, neckline, and hem to make an extra row of vertices.  Grab the very outer rim of vertices and pull them back into the body mesh so that your cuirass has obvious, three-dimensional edgesThis is an optional technique which is not used in some prominent mods, including much of the BAB clothing and armor.  Unless you're already really good with alpha channels and super-detailed texturing the way the BAB team is, molded edges are a better way to make your cuirass look solid and real instead of like a layer of paper over the body.


EXAMPLE: If you’re not sure what I mean by this stretching thing, have a look at the upperclass clothing burgundy and gold outfit on a female character in-game.  See how distorted the lower part of the skirt is?  It doesn’t take into account the stretching of the fabric with player movement.  The vertices are further apart than planned, so the texture doesn’t look quite right there.  You can avoid similar problems through subdivision.


==Tips and Techniques==
==Tips and Techniques==


-Bear in mind whether or not you want to add pauldrons (details below).  If so, don’t add a lot of decoration in the shoulder region.
-Bear in mind whether or not you want to add pauldrons (details below).  If so, don’t add a lot of decoration in the shoulder region.


-If you plan to include the upperbody section under the cuirass as part of it, you can show skin underneath.  This is why I had you copy it.  This way you can have different necklines by cutting off vertices, or you can have open sides that are closed with decorative fasteners (something I enjoy doing with my cuirasses).  I’m not promoting skimpy armor – I try to always have mine cover the important organs and so on – but it’s a valid technique for making your cuirass actually look like it was made from pieces of skin sewed together, different bits of shell or metal, or et cetera.
-If you plan to include the upperbody section under the cuirass as part of it, you can show skin underneath.  This is why I had you copy it.  This way you can have different necklines by cutting off vertices, or you can have open sides that are closed with decorative fasteners (something I enjoy doing with my cuirasses).  I’m not promoting skimpy armor – I try to always have mine cover the important organs and so on – but it’s a valid technique for making your cuirass actually look like it was made from pieces of skin sewed together, different bits of shell or metal, or et cetera.


-Remember, collar and hemline variations help to distinguish your cuirass from the plain old body mesh.  Experiment with subdivision and grabbing to create new hem shapes, a mandarin collar, etc.  For parts of the cuirass that need to have an “inside” showing, you can do this:
Select the vertices you want copied.  Press shift-D to duplicate them.  Now the duplicate vertices will be highlighted instead of the originals, which is useful.  Go down to the edit buttons and find the one that says “flip normals.”  Click it.  Voila, now that part of the mesh is double-sided and will be textured, too.


-Don’t forget to export the UV map of this section when you’re finished.  Go to UV-save UV face layout. A screen will pop up that allows you to choose the directory in which to save a .tga of the UV map. It doesn't matter where you put it, as long as you can find it later. I always put mine in textures. They're not hard to locate, since the names are generally rather odd-looking. This is what you'll use to make a new texture that will actually fit your new mesh.  
-Remember, collar and hemline variations help to distinguish your cuirass from the plain old body mesh.  Experiment with subdivision and grabbing to create new hem shapes, a mandarin collar, etc.  For parts of the cuirass that need to have an “inside” showing, you can easily make that happen in NifSkope.  I'll show you how down in the export section of Part 2.
 
 
-Don’t forget to export the UV map of this section when you’re finished.  Switch to UV Face Select Mode.  Go to UVs-Scripts-save UV face layout. Here's a [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=14.jpg picture.]  A screen will pop up that allows you to choose the directory in which to save a .tga of the UV map. It doesn't matter where you put it, as long as you can find it later. They're not hard to locate, since the names are generally rather odd-looking. You can use this layout to make a new texture that fits your mesh.
 
 
''Helpful warning: Occasionally in Blender I've seen a glitch wherein Blender outputs a blank .tga file with nothing in it instead of the real UV map. If that happens, you need to change [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view&current=15.jpg this] so that the object button is NOT selected.  Then pick your own name for the output file.''
 


''Helpful warning: Occasionally in Blender I've seen a glitch wherein Blender outputs a blank .tga file with nothing in it instead of the real UV map. If that happens, keep trying. Sometimes you'll need to change the name of your object (from "sphere" or whatever the default name was in Blender down in the edit screen). Sometimes this will also happen if you try to change the strange name Blender gives the UV map before you save it.''
Continued in [[Custom_Cuirass_in_Blender_Part_2|Custom Cuirass in Blender Part 2: Other parts of the cuirass]], and how to export all of this.


Continued in Custom Cuirass in Blender Part 2: Other parts of the cuirass, and how to export all of this.


[[Category:Modeling Tutorials]]
[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Modeling and Texturing Tutorials]]

Latest revision as of 13:01, 4 December 2008


Introduction[edit | edit source]

This tutorial is a step-by-step guide for making a new cuirass in Blender by starting from the game body meshes. This has some limitations, but it also has the advantages that if you use it, you will not have to make new UV maps or weight paint. This is how I got my start with armor modeling, and it works best with a more fitted look, at least until you amass enough experience to push/pull the bodies into basically any shape at all.

Sample results from an unreleased mod work-in-progress (the cuirass is new, the pants are retextured):

[Dire Thirst Cuirass]

Before you do this tutorial, you need to know the techniques used in my [sword] and [shield] tutorials. I really wouldn’t do this one starting from no modding experience at all, but that’s up to you.

This is not a short tutorial because making armor is not a short process. It’s lots of fun, and the results can be amazing, but if you’re going to do it you need to be prepared to invest some time.

Important Preliminaries: Your Modding Toolbox[edit | edit source]

You will need:

To use GIMP for Oblivion, you'll also need the .dds plugin.


Useful Blender Shortcuts[edit | edit source]

I’ll probably mention these throughout the tutorial, but you can always refer to this section if you forget one (or I do).

  • r: rotates the mesh from whatever direction you are viewing it. Use carefully or the results are very odd.
  • s: scale the entire mesh up or down by dragging the mouse up or down. Also drags the mesh out of alignment with the axes, especially z, so you’ll want to move it around afterwards.
  • ALT-s: shrink or fatten along normals; this may not mean anything to you, but it's actually what you wanted when you chose “s” nine times out of ten.
  • r followed by x, y, or z: rotates the selected mesh or vertices on the x, y or z axis.
  • s followed by x, y, or z: scales the mesh along an axis.
 If you scale a mesh along an axis in Blender, then you need to apply scale and rotation
 (CTRL-A) afterwards because the NIF format does not support non-uniform scaling.
  • g followed by x, y, or z: grab and move selected a mesh or vertices on x, y, or z axis. Again, you can do this without x, y, or z, but you often won't end up with the position you want.
  • z: when used in edit mode, makes every vertex visible and the faces transparent. Very useful for selecting hidden vertices from any given angle.
  • b: a crosshair appears that you can click and drag to create a rectangular selection box.
  • b followed by b: a circle appears that you can scale up or down by rolling the mouse wheel to create a selection area.
  • Mouse wheel: hold down and drag to "roll around" the screen and look at the mesh from different angles. Hold down shift/wheel and drag right or left to move right or left only. Scroll mouse wheel up or down to zoom in and out.
  • Tab: switch between modes. If you're back and forth between Object and Edit a lot, which you will be, this can be useful.
  • w followed by 2 or 3: Used in UV screen. These very useful commands let you snap a row of vertices into a straight line on x or y.
  • numpad 7: Moves the camera to a top position, aligned to the x and y axis.
  • numpad 1: Moves the camera to a front position, aligned to the x and z axis.
  • numpad 3: Moves the camera to a side position, aligned to the y and z axis.



Importing Necessary Body Parts and Skeleton[edit | edit source]

Start out by opening Blender by double-clicking the icon on your desktop. If this is your first time, you’re probably looking at a boring gray grid. If you want it to look different, refer to my Talk page (SickleYield) for a link to some nice themes for Blender. If you see a cube here, press a and then delete. Choose “yes.”


First, import the body. Click on File-Import-Netimmerse/Gamebryo. Now you have a menu showing some directory on your computer. Click around until you’re in your BSA folder of unpacked Oblivion data files (mine is c:\oblivionbsa). Go to data\meshes\characters\_male. Yes, Bethesda put all the female nifs in here, too. Now you should see a long list of nifs. I’ll start with femaleupperbody.nif, because I’m female and my characters usually are, too. If you want to do the male version of your cuirass first, you could use upperbody.nif. Double-click the file and press “Okay” to import it.


You should see a torso floating above the grid in Blender in Object mode (the default mode when you open Blender). There's also an armature below it; if you do not see it clearly then switch to wireframe mode. Click on the armature to highlight it, then delete it.


Repeat this process for femalelowerbody.nif, femalehand.nif, femalefoot.nif, and if you want, also humanhead.nif from the "imperial" folder (not the "_male" one). This should give you a complete body. Don't forget to delete the armature after every import.


Finally, we need a skeleton. For reasons that will be clear later, first select all your meshes: go to Object mode and hit A, or hit it twice, until all your meshes show up pink. Again go to data\meshes\characters\_male and now select "skeleton.nif". However, this time, we only need to import the skeleton. So, before importing the file, go to the settings (click "advanced") and select "Skeleton Only + Parent Selected". Also make sure that "Realign Bones" is enabled.


I recommend that once you’ve gone to this much trouble, you save this as something like femalebody.blend. Then do File-Save As again and save it as mycuirass.blend (or whatever you wish). This way you’ll have a stored version of the body that you can use for future armor projects. I mostly work with Fantasy Figures and Robert's Male Bodies, but I try to keep a version of both sexes of whatever bodies I'm using for this sort of starter purposes. The pictures I'm making are using a smoothed-out version of Fantasy Figures Beta.


Just to recap, at this point you should be looking at your complete male or female body in Blender.


The Torso and Neck Line[edit | edit source]

Right-click on the middle of the female torso to select it. Now go to the dropdown that says Object Mode and switch to Edit Mode. Pressing tab key should also do this. The torso goes from a featureless surface to a network of connected dots, the vertices and faces of the mesh. With the default game topless mesh, the surface is smooth, and you can go straight to making a top out of it. This is why we use the topless one and not the lumpy bra version (that one is far too difficult to model with, at least for me).


If you’re using a different body mesh such as Fantasy Figures, BAB, etc., you might need to shrink the nipples so they don’t stand out and make it obvious this piece is from a body mesh. I've already done this for the pics you've been seeing in order for this to be a more or less all-ages tutorial. Sculpt Mode is your friend for that kind of work, but I'm not going into that for now.


Select a random vertex anywhere on the body by right-clicking it. Press g. Move the mouse around and observe how the vertex is dragged away from the body. You can use g and x, y, or z to drag the vertex on just one axis at a time. This is good, because otherwise you can get odd-looking results from the third dimension that you can’t see. Before you continue with this, I recommend going back to Object Mode, duplicating the torso section (shift-D), and then switching back to Edit. Scale the copy to be a little larger than the body section using ALT+S, not just s. Try to get it to where there is no overlap or clip between the underlying torso and the duplicate that will become your mesh.


You can check the overlap by switching to wireframe mode. Press the z key. You can see different sides of your mesh by pressing numbers on the numpad, or ctrl + any numpad number. If you're scratching your head because your mesh looks like that already and has been driving you crazy, find this button and click it off.


Important Tip: Proportional Editing[edit | edit source]

Here's something much more useful than plain g. At the top of your buttons window, below the 3d window, there is a line of little symbol buttons. If you hover your mouse over them, it should say what they are. One of them looks like a little orange circle. This is the proportional editing button. Click it and choose on.


Pick any random vertex and grab it again. Notice how when you do that, it pulls more than just the one vertex? This lets you smoothly edit parts of the body instead of having to do it vertex by vertex. Also, if you hold the mouse still and move the wheel, you can grow or shrink how much is affected around the vertex you chose. This is ridiculously useful when you're making clothing and armor.


Now you have a body section and a proto-cuirass over it. Select the larger duplicate and make sure you're in Edit Mode.


Now it’s time for the fun part – making your cuirass torso look like a cuirass instead of just like smooth skin. I can’t tell you exactly what to do here, because it will depend on your preferences and art skills, but I’ll give you some suggestions based on my own projects.


Do’s and Don’ts[edit | edit source]

DO NOT:


-Distort vertices too far. This mesh is already weight-painted – it’s already been told which bones it should move with. If you move a vertex from breast level up to head level, it will still move like part of the breast section. And if you stretch a vertex very far from others near it, it will stretch the texture oddly.


-Add new vertices by extrusion. They won’t be part of the weight painting or the UV map and will therefore screw your project royally. This is important because it will affect how your mesh looks with a texture on it, and even whether you can make that texture at all.


-Accidentally make your cuirass intersect the body sections under it. This is known as clipping, and it looks terrible in-game. To help avoid this, make sure you look at every change you make from more than one angle.


DO:


-Subdivide. If you select some vertices adjacent to each other and then go down to the buttons window in Edit Mode, you should be able to see a button that says subdivide. You might need to hunt through a few tabs for it. If you click Subdivide, it will double just the vertices you chose. One square will become four squares, a line of three vertices will become a line of six, and so on. This gives you a way to add more detail than the original mesh leaves room for.


-Use the knife tool. This is wonderful if you want to divide faces only horizontally OR vertically instead of both at once (like subdivide does). You can access it by pressing SHIFT + k. You can then choose a mode; I usually use midpoint, but feel free to experiment. You use it by left-clicking outside the area you want, then dragging across the area like this and pressing enter. When used horizontally, the result is something like this.


-Mold the edges. Subdivide or knife cut around the armholes, neckline, and hem to make an extra row of vertices. Grab the very outer rim of vertices and pull them back into the body mesh so that your cuirass has obvious, three-dimensional edges. This is an optional technique which is not used in some prominent mods, including much of the BAB clothing and armor. Unless you're already really good with alpha channels and super-detailed texturing the way the BAB team is, molded edges are a better way to make your cuirass look solid and real instead of like a layer of paper over the body.


Tips and Techniques[edit | edit source]

-Bear in mind whether or not you want to add pauldrons (details below). If so, don’t add a lot of decoration in the shoulder region.


-If you plan to include the upperbody section under the cuirass as part of it, you can show skin underneath. This is why I had you copy it. This way you can have different necklines by cutting off vertices, or you can have open sides that are closed with decorative fasteners (something I enjoy doing with my cuirasses). I’m not promoting skimpy armor – I try to always have mine cover the important organs and so on – but it’s a valid technique for making your cuirass actually look like it was made from pieces of skin sewed together, different bits of shell or metal, or et cetera.


-Remember, collar and hemline variations help to distinguish your cuirass from the plain old body mesh. Experiment with subdivision and grabbing to create new hem shapes, a mandarin collar, etc. For parts of the cuirass that need to have an “inside” showing, you can easily make that happen in NifSkope. I'll show you how down in the export section of Part 2.


-Don’t forget to export the UV map of this section when you’re finished. Switch to UV Face Select Mode. Go to UVs-Scripts-save UV face layout. Here's a picture. A screen will pop up that allows you to choose the directory in which to save a .tga of the UV map. It doesn't matter where you put it, as long as you can find it later. They're not hard to locate, since the names are generally rather odd-looking. You can use this layout to make a new texture that fits your mesh.


Helpful warning: Occasionally in Blender I've seen a glitch wherein Blender outputs a blank .tga file with nothing in it instead of the real UV map. If that happens, you need to change this so that the object button is NOT selected. Then pick your own name for the output file.


Continued in Custom Cuirass in Blender Part 2: Other parts of the cuirass, and how to export all of this.