beardofsocrates
Posts : 544 Join date : 2014-08-17 Age : 32
| Subject: Spontaneously a new planet. Thu Nov 17, 2016 10:19 pm | |
| Ok not literally, but I've been working on a custom race. A friend of mine pointed out that FO4 has terrible precision through the 3DS max scripts. I noticed the effects after it was pointed out, so I decided to give OS a try. Outfit Studio has a full precision option thankfully, so I copied over the bone weights, from the original head mesh, on to it. The export went fine, and the right shaders were selected, but now I have an entirely new issue I was wondering if anyone knew what to do? I'll lets the screen shots speak for themselves. - Spoiler:
_________________ “We can only see a short distance ahead, but we can see plenty there that needs to be done.” - Alan Turning
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Chromesthesia
Posts : 152 Join date : 2015-05-23 Location : ----
| Subject: Re: Spontaneously a new planet. Fri Nov 18, 2016 12:07 am | |
| That's quite the hilarious end result, gave me quite a chuckle buddy. I have no experience in the matter but could it be the outfit your character is wearing? Maybe its not all set up for that armor or an aspect of the armor.
Good luck with your issue buddy. |
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beardofsocrates
Posts : 544 Join date : 2014-08-17 Age : 32
| Subject: Re: Spontaneously a new planet. Fri Nov 18, 2016 4:48 am | |
| @Chromesthesia Sadly it's the head, and not the armor. The head mesh was entirely remade. -Some points: *It was working fine in-game prior to using the OS method. *The 3DS max version still functions as it use to. _________________ “We can only see a short distance ahead, but we can see plenty there that needs to be done.” - Alan Turning
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