Part two
In this part, which should sum up where I'm standing now, I think it's best to simply answer to some quotes from people trying to help directly or indirectly. This is not to say you're not helpful, quite the opposite! It's only to illustrate where I have the real problems and that the small things many take as given can be horribly frustrating for a newbie.
A while ago I asked Jester for some advice, after he already reinstalled everything NWN2 just to fulfill a model request for me. He's incredibly helpful, but... the thing is that his tips on a workflow mean absolutely nothing to a complete noob, and it actually ended with me thinking "I must come over as completely retarded" and being too shy to ask any further questions. At that point I decided that trying to learn this is a complete waste of time and I'd never make any progress, so I stopped trying until now.
Anyway, I'll just copy/paste some parts of the workflow and comment as good as I can:
Jester said:
"NNWC workflow:
The NNWC bases were done with Blender and Daz Studio and the Rachel base. I imported a simple female mesh into Blender and exported it as an object. Also did this with some gloves and boots. I then imported the objects into Daz. I then set up a Rachel figure to have the same size and pose as the female meshs from NWN2. You can set meshes to be partially transparent in Daz which made this easier."
This part is quite clear, the main problem probably being that I don't use DAZ at the moment and need other means to pose. If it was just the body, I could probably get rid of Make Human and use DAZ instead, but this won't help with the .nifs or whatever else I export. Anyway, no problem understanding this part.
"Once the Rachel mesh was as close as I could make it to the NWN2 meshs (this took a while) I exported it as an obj and imported it into Blender. I now had a high poly base for the NNWC mesh."
Quite clear too, although I had problems with the object export the one time I tried. Could it be that it affects quality? In any case, the idea is clear. Going on.
"I then created the NNWC mesh using Blender's retopo tools and shrink wrap modifier."
Fill in a Homer Simpson face here. I.. have... no... idea. Not what these are, not where to find them. This short sentence makes me cry.
"Once this was done I had to rig it to the P_HHF_skel by painting on vertex weights. This took a while too..."
Ahh... my favorite topic. Vertex weights or lolwut? Okay, seriously... I have a basic understanding on what they are - they handle how much the mesh is affected by bone movement... so if you move the right arm bone upwards, the mesh of that right arm should move nicely along while the left foot doesn't move at all. This is what I understand. Now... when I switch Blender to vertex paint I get this:
Yup. So... I can paint a question mark there and that's all that comes to my mind in this mode. I understand that in theory I should tell the body mesh how much the movement of a specific bone affects it. But HOW I do that here, I have no idea. Or... how could I see existing weights? I mean, this mesh is already rigged to the skeleton below and moves with it (this is the Jester model), shouldn't that mesh already be colored like a rainbow? Where do I choose which bone I want to paint weights for? Or am I just in the wrong mode and should switch to Weight Paint...
Which is exactly the same problem in blue? I'm sorry, but this is where I'm totally lost and think I'm too dumb.
"Then I marked seams on the mesh and unrolled it to get the UV map."
Got the idea of it, I guess it takes some trial and error but I understand why and how (might have to google the exact steps again, but anyway).
"Edited it to make the best use of the texture space."
Now how to do that is a different topic, no idea how to edit that UV map... inside Blender? Can you move stuff around on the map and the model later still knows what you did? I'm far from those steps yet, so we'll see.
"The baked the diffuse texture, ambient occulusion and normal map from the high poly model to the low poly model. This captured all the muscles and features in the high poly model."
This would probably a whole new chapter of the walkthrough I need. I get the idea of using a high-res normal map to make a low-poly model appear smoother, but how...
"Saved the textures, combined the diffuse and AO in GIMP, saved as .dds."
Not sure about the whole AO map and combining it with the diffuse, but I guess that's a topic for much later. Saving something as dds, that much I learned already! Yay.
"Reduce the alpha value of the normalmap in GIMP, blurred and smeared out any baking artifacts. saved as .dds"
Same as above, not sure about the alpha value thing, rest makes sense.
"Set up the material in Blender, deleted all unnecessary meshes (the high poly ones), checked it all looked OK."
I just have to mention what a major pain in the rump the setting up of textures in Blender is. I only get that done accidently, never exactly knowing what I do.
"Exported to mdb. Done..."
Well, I tried that before, just for the laughs...
... but then found out it's probably because I deleted everything that isn't the mesh, like the collisions (no idea what to do, how to deal with collisions)
"NIF usage:
To use .nif meshes the big chunk of work will be reskinning - the
skeleton used in NWN2 is different to the Fallout 3 one. There is a
script in Blender 2.49 that interpolates weights from one mesh to
another, but this doesn't work in 2.56. I mean to update this as well
because it's very useful."
To use .nif meshes the big chunk of work will be reskinning - the
skeleton used in NWN2 is different to the Fallout 3 one. There is a
script in Blender 2.49 that interpolates weights from one mesh to
another, but this doesn't work in 2.56. I mean to update this as well
because it's very useful."
I think this is the Bone Weight Copy script I mentioned before and already installed in a version that works in 2.6. How exactly to use it is another question. I assume I should put the two meshes (say, a body and a shirt) as close to each other as possible )like the body wears it), then select both, then run the script, and it should translate. However, same as above with the manual painting: How do I actually check if it worked, where can I SEE the weights, where can I make my adjustments? That's the part that is too much for me, and I bet a model that doesn't fit the other mesh as nicely as a catsuit will need a lot of adjustments.
The most helpful thing I could google for that is this TES tutorial. Sadly it's not explaining most of my questions and is also for Blender 2.49 which is essentially a totally different programm....
"LO1/LO2 meshes:
These are lower poly meshes that are provided in the NWN2 .mdbs. They are meant to provide lower poly models to be used if the object is a long way from the camera. In practice they are not necessary. I've tried to understand what makes the engine use a low poly model but can't - I think that at high graphics settings it just doesn't bother. These meshes are not necessary and can be removed. None of my models have them."
These are lower poly meshes that are provided in the NWN2 .mdbs. They are meant to provide lower poly models to be used if the object is a long way from the camera. In practice they are not necessary. I've tried to understand what makes the engine use a low poly model but can't - I think that at high graphics settings it just doesn't bother. These meshes are not necessary and can be removed. None of my models have them."
Never heard of 3DSMax people deleting those (I've looked over some 3DSMax tutorials hoping to get some pointers), but from what I know from using his stuff he's probably right, everything works without them and it probably saves me a lot of extra work and headache ignoring those.
"You do need the COLs - these objects are used to store the collision sphere info from the .mdb. Don't try and edit them."
Which raises the question, how to deal with them when I made a new mesh? Should I... somewhat... assign them to it? Should I, say, position the new model into the exact same postion as the old one so that, uuuh... those collisions keep working? I have no idea, these collisions confuse me, I only know I accidently deleted them way too often.
"General points:
Always model in quads. This thread is useful:
http://blenderartists.org/forum/showthread.php?t=93651
Let the export script triangulate it for NWN2. Don't worry too much about poly counts, graphics cards are much faster than they were five years ago. Do try to remove unnecessary faces, have enough to get your meshes profiles looking smooth. Having too many faces near joints will look bad because the NWN2 skeletons don't have extra 'joint' bones to prevent the joint squashing (You'll see what I mean when we get to rigging proper)."
Always model in quads. This thread is useful:
http://blenderartists.org/forum/showthread.php?t=93651
Let the export script triangulate it for NWN2. Don't worry too much about poly counts, graphics cards are much faster than they were five years ago. Do try to remove unnecessary faces, have enough to get your meshes profiles looking smooth. Having too many faces near joints will look bad because the NWN2 skeletons don't have extra 'joint' bones to prevent the joint squashing (You'll see what I mean when we get to rigging proper)."
I almost missed that last sentence there, which might explain my problem with the Make Human model in the last post (armpits). So reducing the vertex count down below the arms could help if I understand right? Something to try.
"The export script doesn't handle relative paths correctly - make sure you have specified your texture files with absolute paths. Although Blender can read .dds files it can't write them. Do the UV and texture last. Get the mesh right first."
Dunno what that absolute/relative paths is about. DDS thing is clear. Doing UV and texture next year as it seems anyway.... Hoping to get the mesh right until then.
Well, so far for this walkthrough... I hope Jester doesn't mind using his quotes here, but I think this serves well to illustrate my problems.