Dave's WIP's
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04-04-2008, 05:21 PM,
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04-04-2008, 07:06 PM,
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:pop:
You are doing an amazing job! I love the models you're making for exteriors. :goodjob: |
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04-06-2008, 12:33 AM,
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Thanks. Just messing around atm... seeing what kinds of models I like doing best.
Made a Velothi entrance. Uving was a bit trickier with this one, but I guess it came out okay. It's WIP still... needs the door section doing (not sure if I'll be making my own door), and some of the vertex colours need changing. Took the screen from NifSkope to show vertex shading... Edit- Added screen of textured Velothi bridge. |
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06-19-2008, 07:41 PM,
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06-19-2008, 07:59 PM,
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which version of maya do you use and how do you get it to export right (procedure, settings)? I always run into errors with my exports, typically things go haywire and give me tons of weird errors or dont appear at all. exporting an unedited vanilla mesh strait up works though, so i assume my individual meshes are missing some kind of components or something to make them work.
Mongati HoonDing tiavo; li-mansao einei diang. Cassandra for the memospore era |
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06-19-2008, 09:28 PM,
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I'm using version 7.0. I should probably get 8.5+ but I've been using 7 since I found the program without any problems.
I don't understand why your exports would mess up. As far as procedure goes well... I just use the export all button. One thing I usually do is select the finished model and copy it to a new scene as I've had problems with weird things appearing in Nifskope. I also always delete history, centre pivot and freeze transforms (after scaling and rotation for Oblivion's scale) before exporting all. I'm not sure if any of that helps at all, but that's what I do and I usually don't find anything wrong technically. If something goes wrong for me it's usually something obvious (like resetting transforms). I've had texture trouble before but that was when I didn't really understand UVing much. Not sure if it helps, but here's a screen shot of my export settings: |
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06-19-2008, 09:50 PM,
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ill try that tomorrow. is it good to go right after export or do you modify it in nifscope later? im on 6.5 btw, but also have 8.5
Mongati HoonDing tiavo; li-mansao einei diang. Cassandra for the memospore era |
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06-19-2008, 09:52 PM,
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Other than adding collision, no. I don't usually touch anything after export.
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06-21-2008, 03:06 PM,
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West Gash Trees
I'm thinking about creating a set of WG trees for VV (based on TES3's models). Atm I'm working on the trees without leaves because I'm not sure how that works (whether or not to use static transparent textures for leaves). I believe each tree has two versions - one with leaves and one without. I'll be doing the ones without leaves first. I'm using a stock Oblivion texture temporarily because I'm unable to create normal maps for a custom textures, so testing in-game/from the CS would be difficult.
I might create a checklist later. Here's tree 07 (800 faces): It's not a render so I apologise for the small image. |
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06-21-2008, 03:17 PM,
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If you need screen shots from tes3 at any time just ask.
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