![]() ![]() The hair in the mesh has a default colour, which is replaced/modified by the one in the actor form, and other parts also work the same. The actor form contains a number of things that are added to the mesh/texture, such as the hair colour. It may not use texture paths that will work in-game, as it was intended for use inside RM. RM does the same, but writes to a different location. You have to use both together, because they're linked, but The background hue is also used to adjust the body texture, so that it matches the head. ![]() The exported texture is mapped to the head (and gets combined with the base grey texture you see if it's missing) so it provides complexion, eyebrows, lip shade etc. The nif blocks that specify texture detail refer to Ctrl+F4 exports head mesh with all morphs baked in, and head part meshes (hair etc.) Open one up with NifSkope and check. ![]()
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