![]() ![]() the updated blender file is to big to upload into the forum but ill be glad to send it to whoever wants it also if anyone knows why im ending up with a spiked model plz chime in. this is my second attempt at doing some modeling so there is a sharp learning curve im dealing with but im glad to help, im sure i missed a step somewhere but i dont know what one. its not that there is a vertexes being shared that's one of the first things i got rid of, also stitching the strips crashes the game. The gage blade kind of looks like one from Army of II. It would be pretty cool to see some in PAYDAY. I updated the model mirrored the sides got rid of the inside flaps (for now) and added new straps to the model in the pictures. The game Army of II is amazing and some of the masks in there arent bad. Class 7B respirator facepiece for non-ionizing radiation. Class 6B face shields for non-ionizing radiation protection. Classes 3 and 4 welding helmets and hand shields. Yes, I'm aware the mask doesn't sit on the face and is turned 90 degrees, but that's just a matter of translation in NifSkope and Update FaceGen Availability in the GECK. Classifications of common protectors for welding operations are listed below: Class 2C direct / non-ventilated goggles with non-ionizing radiation protection. We, Welding Supplies Direct, curretly offer react to light welding helmets for as low as £23.00 excluding VAT. Initially, this type of helmet was very costly however, in recent years the prices have decreased dramatically. After doing this and doing a basic NifSkope port, the mask worked fine without pointy bits for me at least, so it's worth a try if the other approach doesn't work out. 3M Speedglas were one of the pioneering brands to manufacture welding masks that reacted to the initiation of a welding arc. A conversion of ClothesMindeds legendary AoT Ballistic Masks from Fallout 3 have finally made its way to New Vegas This was by far my most favorite mod from Fallout 3. If that fails I'd suggest try removing the right side of the mask, mirroring the left side over (as that looked fine), welding them together and then try re-exporting and implementing the mask in NifSkope. ![]() I don't know how Blender exports, but I'd try the "Stitch strips" option in NifSkope and see if that helps before fiddling with the mesh. I took a look at the model in Max and it seems like there's some funny business going on up at the right forhead where the vertexes on the inner side of the mask have been welded to vertexes on the outer side of the mask which could have an adverse affect when smoothed in NifSkope, but you could also be correct about the stithed strips. ![]()
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