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LogicRock

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LogicRock

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Fixes the UV Mapping issue on the male Glass cuirass, as well as symmetrizing the vertices.

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The vanilla male Glass cuirass has a UV texture mapping issue where vertices are "connected" that should not be, which causes an odd texture stretch effect. There is also an issue where the vanilla mesh is not symmetrical as the points where the vertices connect on the midsection within this area are not mirrored from the left to right side.

The Unofficial Skyrim Patch provides one sort of fix by addressing the texture mapping, but the geometry remains as it was in the vanilla mesh.

I have gone the extra step by completely chopping off the right side of the armor and mirroring the left side to make for matched geometry and texture mapping for both sides.

Breakdown of what I did, in case anyone else wants to try it for themselves:

1. Import the cuirass_1.nif into the latest Outfit Studio(5.6.0 as of this writing). It will show up as two separate pieces of geometry, GlassCuirass:0(the glass pieces), and GlassCuirass:1(the metal armor pieces and legs)

2. "Symmetrize" the vertices; right click on each model and click "symmetrize vertices." Don't symmetrize bones, it caused me problems before.

3. With the model now symmetrized, on the "GlassCuirass:1" nif, separate the vertices of anything that is not the chest piece, that includes the legs and the shoulder pieces.

4. When you have only the main torso piece and arms remaining, mask the vertices of the right side and separate.

5. Delete the right side of the cuirass

6. Duplicate the left side of the cuirass and name it anything.

7. Mirror the X axis of the duplicate mesh so it will now fill in for the right side.

8. If you properly symmetrized the vertices, there should be no gaps down the middle from one side to the other.

9. Merge the geometry of the now flipped duplicate to the original left half.

10. The merged geometry only has bones associated with the left half, so you need to import an original copy of the cuirass:1 nif and set it as a reference.

11. With the original GlassCuirass:1 set as reference, copy the bone weights of the original mesh to the newly fixed cuirass.

12. The newly fixed cuirass should have proper bones and weights for the left and right sides.

13. Export the new cuirass as a .nif or .obj for use as slider data.

14. Export the legs and shoulder armor that came from cuirass:1 for slider data.

15. Export the GlassCuirass:0 of the cuirass_1 for slider data.

16. Delete the models or start a new project

17. Import the original cuirass_0.nif into Outfit studio.

18. Separate the vertices of the shoulder armor and legs of the GlassCuirass:1 nif

19. Make a new slider for the weight.

20. Import slider data of GlassCuirass:0 that came from cuirass_1 to set the slider data for GlassCuirass1 to start with.

21. As with the cuirass_1.nif, so through steps 2-12 with GlassCuirass:1 of the cuirass_0.nif, except copy the bone weights of the GlassCuirass:1 of the original cuirass_0.nif. If done properly your flipped and merged cuirass with proper bone weights will be compatible with the exported .nif or .obj file of the fixed GlassCuirass:1 torso piece.

22. Once you are sure you have flipped and merged the geometry of the low weight mesh properly and gotten the bone weights properly, import the .nif or .obj you created earlier for the 100 weight as slider data on the torso of the GlassCuirass:1 mesh.

23. If everything was done correctly, the torso should expand to reach the size of the 100 weight as it properly should.

24. Begin combining the geometry of the GlassCuirass:1 mesh that you had separated before. You will need to add calves partitions to the torso and add forearms partitions to the legs to be able to properly merge them, and they must be in the same order as each other. If one says "Body-Calves-Forearms" in the partition list, so should the other. It won't work with "Body-Forearms-Calves" to combine with another arrangement, for example. Add proper partitions to the separated shoulder pieces if needed as well.

25. Once you are done, your mesh list should appear as "GlassCuirass:0" and "GlassCuirass:1" as you combine them back to their original pieces.

26. Save as a BodySlide project to export into your data folder. Remember you need to set the slider for the "high" weight manually to start with, or else both high and low weight will be the same by default.
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