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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Skyrim Visual Development » Ghogiels Models thread » Hello You
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Ghogiel
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Registration Date: 16.08.2006
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Ed.Rw 090219: The images were permanently lost.
an armet helmet. another High Rock style piece.


see what I said about that stars wars TC only 2 days ago.....the guy officially dropped it today. I saw that coming.

still haven't heard from the guy who made the stormie bucket. Frown I may contact scifi3d, as they seem to know exactlt what you can and can't do with content you download from their site. It says you can use them to you hearts content. But you have to credit the artist. But isn't specific about editing or redistributing edited meshes. Hopefully its cool. If so then I could relz it....and maybe go in and convert and texture a few other things Wink

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hehe The stormtrooper helmet looks cool!! :D
Stormtroopers are cool!!
But the helmet in your last post looks even cooler!! Yes
I love that kind of closed helmet! Is it inspired from 16th century?

btw remember the guys in starwars 4 (the very first one that is) that flip the switches and press the buttons for the deathstar to fire? They had that kind of helmet only it was black and shiny :D
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Watched the 1953 (I think) of Knights of the Round Table on TV the other day, the armour in that was very similar to the High Rockish stuff you made - I love it!

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I love the way you do very historicaly acurate armors :)

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Ghogiel
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seems I've been slow lately. But I haven't been. I have just been going over stuff like the rigging on the ice cuirass, which I *think* is a fair touch better than it was in the totally broken shoulder rigging :D from before. I just couldn't leave it like that. Not now its basicly done and dusted :D . So expect an updated cuirass.nif later.

also went back and finished that daedric arena raiment off. Its not high qlty, its the second things I ever modeled those helmets were. but its kinda out of the way. I'll pack it up and shelf it somewhere till a use for it shows up.

Also, that new cuirass......my best rigging job. It all started to come together in the rigging department. Man that is a tough skill to get. It deforms quite well. there are issues with the thigh plates clipping in the sneak postion. Its actually a model issue, up till now I never had to rig anything like them, so didn't know how to model them perfectly for ease in the rigging process.

the ebony textures are very suitable. The steel versions a bit more tricky. In some occasions normal mapping is probably more complicated and almost as time consumig to produce as diffuse textures are. Something I never realised how deep techniques in making them can actually go. :D

the most current but slightly outdated screens.
Ed.Rw 090219: The images were permanently lost.


I really dig the ebony pigface and that cuirass :)

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This post has been edited 1 time(s), it was last edited by Ghogiel: 17.01.2007 21:40.

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Mormacil
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To brown in my opnion Tongue I prefer dark grey maybe add a blueish overlay or something.

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Ghogiel
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the ebony? well blame Bethesda its their texture. Its odd how the armor and weapon sets have a different color to the ebony.

I might be able to make a bluey one like the weapon set ebony.

I knocked to this up in close to an hour.
Ed.Rw 090219: The image was permanently lost.


It will probably be quite good once I work it somemore. Doubles as the MW legion helmet Wink

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This post has been edited 1 time(s), it was last edited by Ghogiel: 23.01.2007 09:31.

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Ghogiel
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might come in handy.



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The Old Ye Bard
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quote:
Originally posted by Ghogiel
might come in handy.
[...]


That would be exelent, if the Deer Head was more of a "mask" than a open helm (For use making Hircine in the Werewolf Movies).
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Ghogiel
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I'm already ahead of you on that.

in fact....I basicly just lopped the head off of the Hircine statue and then exstensively edited the mesh to make that deer helmet. Wink
I suppose I could easily make an actual Hircine head/helmet for cutscene use.


I have been messing with the daedric statues a bit lately, and this was just something that popped outa that.

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The Old Ye Bard
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quote:
Originally posted by Ghogiel
I'm already ahead of you on that.

in fact....I basicly just lopped the head off of the Hircine statue and then exstensively edited the mesh to make that deer helmet. Wink
I suppose I could easily make an actual Hircine head/helmet for cutscene use.


I have been messing with the daedric statues a bit lately, and this was just something that popped outa that.


Cool.

Offtopic: Do you think you could rig the Clavicus Vile staue (The model would need altering abit) to an Npc/Creature skelleton? PM me your response, so your thread doesn't get cluttered.
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Ghogiel
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Ed.Rw 090219: The image was permanently lost.


licked that texture. :)

oh and I made this a week or so ago


Its fully completed as it is, right down to the icon. The blade texture could do with a overhaul. I think I have a file with some lights bakied into a blank light grey texture. to use as an overlay layer, basiclly all the correct high/low lights in the right places if anyone wants to do a retex job on it.

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The Old Ye Bard
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quote:
Originally posted by Ghogiel
Ed.Rw 090219: The image was permanently lost.


licked that texture. :)
[...]


Didn't you redo it because someone was complaining about the oringinal texture?

Offtopic: When do you think the C.V. horns will be ready? Oh and if you could make the two small horns, and the larger middle horns seperate models, but merged in Nifscope that would be excellent, as I need to make two variaints of C.V. who act as minions.

Cheers,
TOYB
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Ghogiel
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Dunno someone might have said something about the texturing. I don't do texturing....so nope, I blank any complaints about textures. Yes

first I have to find some pics for CV in redgaurd. I dunno how you intend to implement it. I guess I could just rig them to the head bone and then you can set it up in game to use the amulet or tail slot I guess. Give me a couple days I'll have em to ya.

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Psychotic
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Dear head... a shaman wouldn?t be found dead without it! Good job!

The horn textures need a bit of work, but the rest is spot on... well maybe the fur could be a bit darker too. :D

Also the sword is excellent. Yes
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The Old Ye Bard
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quote:
Originally posted by Ghogiel
Dunno someone might have said something about the texturing. I don't do texturing....so nope, I blank any complaints about textures. Yes

first I have to find some pics for CV in redgaurd. I dunno how you intend to implement it. I guess I could just rig them to the head bone and then you can set it up in game to use the amulet or tail slot I guess. Give me a couple days I'll have em to ya.


Offtopic: Here is a good shot from Redguard, showing those C.V. horns.

The Old Ye Bard has attached this image (downsized version):

part10image11.jpg (15.07 KB)
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Psychotic
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Oh enough with the "Off topic:" already, make a new thread! Tongue
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Ghogiel
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deer fur looks fine to me.

I won't ever bother making that kinda adjustment in the texture anyway. its far quicker/easier to just do it in the materialproperty settings

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This post has been edited 2 time(s), it was last edited by Ghogiel: 14.02.2007 06:56.

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fwp_coder
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Great! Good job!

Would be good for hunters to lure the other Elks inte the trap =)

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Ghogiel
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can anyone send me 4 cave nifs please.

I accidently saved over them like an idiot. and didn't make a back up before I started changing their file paths.

I don't have OB installed right now so the only data folders I had were what I kept when I extracted them ages ago.

Its for an ice cavern retex job I did. But need the last couple nifs to fix/complete the textures file path renaming. Dunce (my advice- never do a new cave tile set retex)

cchasmcorneroutside02b.nif
cchasmcorneroutside02c.nif
cchasmcorneroutside02d.nif

cchasmtallexitwide01d.nif

Scared

(sneakpeek at the textures- http://i25.photobucket.com/albums/c85/le...erns_skp_ss.jpg
http://i25.photobucket.com/albums/c85/le...room_skp_ss.jpg )

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This post has been edited 2 time(s), it was last edited by Ghogiel: 21.02.2007 23:23.

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Tlo1048
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I love your shields, and the claymore.
The drinking horn is genius, but is going to be hard to make animation for...
Your misc tools, would be great for a mod I'm working on.
If you have no clue who I am (most likely), I'm on the team over at TES IV: Vvardenfell, and I thought I'd see If I could join Skyrim too.
I recommended you to them for yor bonemold, and dreugh armor. But they are already using them.
I asked if I could work on the mountaineer armor, over in visual development, and I'd love it if you could help me by designing a model.
Thanks!

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Smokindan
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Good news, everyone! (Futurama ftw :) )

I got in contact with Ghogiel on BSF and he's trawling through his backups to see what he can find of his models :)

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An update :)

A PM from Ghogiel:
quote:

while going just randomly looking in a folder on my pc, trying to extract the st files, (which causes my heap of crap pc to reboot because its only being run on 200w psu...) I found a folder called misc. looks like its complete. all with textures etc.

there is still a lot of work to do on them. 1 they should ALL be re UVed. all textures redone. and all normal maps redone. plus setting them up scale wise to be exported. will make a difference. that way the Barrel and bucket etc can use the same textures. or I could just export them as they are and not bother. well mainly because I am busy. so these are old work and the Noob modeller shows. mostly in the UV and texture department, the meshes themselves are fine smile.gif.


Just waiting on an upload.

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I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
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Cool. Good job!
Now I have something to mess around with. :D
Just waiting for an upload.

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Bah. I just found out that Ghogiel's model were all Max scenes and need to be converted to .nifs Frown He has textures though and if someone was willing to convert 'em he'll upload the Max scenes as well...

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If it's Max 8, I'll do it. Please tell me the conversion priorities; it's likely to be a few at a time. Also if someone else wants to help, that would be great/

Steve
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Awesome! Thanks, SACarrow. I'm just waiting on a reply from Ghogiel about an upload and then I'll ask what Max he uses.

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NP. Also ask him (if he does use Max 8) if there is anything special to do when exporting armor. This is Ghogiel, so you know there's armor in there somewhere. :)

Steve
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Another PM:
quote:

max R8 sp3

I just use the usual niftools or civ4 exporters for armor. civ4 usual export set up options, niftools make sure export skin modifier is ticked. thats pretty much for exporting.

the meshes will need scaling and translation setting before export. there is no collision.


I also asked if he could upload everything soon.

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longship.zip  [Mirror]
That's the longboat, which needs exporting from Max. So if you want to get started, go for it, Sacarrow.

helmet_shield.zip  [Mirror]
There's a helmet and a shield also. Ghogiel said the shield was a 10 minute retex so I'm not sure of the quality :)

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Longship collision mesh Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

The longship is flat gorgeous! I've enclosed some NifSkope screens w/o texture to show the form. Now what I need to do is make a collision mesh (CM) for this ship, so I figured I'd put my initial thoughts up here. What follows is very geeky collision and Max suff; feel free to gawk at the pretty pictures and then leave. :)

With the current Max plugin (0.2.16), it's fairly easy to make CMs with multiple parts, though there are issues with the more complex types (TriStrips and Convex Shapes).
My first cut will have:
- A big Box enclosing the hull and deck. The disadvantage here is that it will extend WAY beyond the hull on the outside; on the water, I suspect that would be less of a problem.
- A series of thin Boxes for the railings,
- Capsules for the masts,
- No collision for the rigging,
- 2 or 3 convex shapes for each prow. Right now convex shapes don't interact correctly with arrows, but the basic CM is solid.

One big annoyance is that until some genius figures out the Mopps thing, concave shapes can only be dealt with by subdivision. Oh well.:)

Any thoughts welcome.

SACarrow has attached these images (downsized versions):
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All I can say is
Wow Eek 1 Dancing Banana
That ship is downright amazing!
You should see if Akavir, or Black Marsh can play with the meshes to make ships for their mods.
Thanks.

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TES IV: Valenwood
Akavir Project - Lore Master
Any help in Black Marsh and Valenwood would be great.
03.08.2007 22:12 Tlo1048 is offline Send an Email to Tlo1048 Search for Posts by Tlo1048 Add Tlo1048 to your Buddy List YIM Account Name of Tlo1048: irishpyro1048 View the MSN Profile for Tlo1048
Ghogiel
Inactive ST modder


Registration Date: 16.08.2006
Posts: 471

RE: Longship collision mesh Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by SACarrow
The longship is flat gorgeous! I've enclosed some NifSkope screens w/o texture to show the form. Now what I need to do is make a collision mesh (CM) for this ship, so I figured I'd put my initial thoughts up here. What follows is very geeky collision and Max suff; feel free to gawk at the pretty pictures and then leave. :)

With the current Max plugin (0.2.16), it's fairly easy to make CMs with multiple parts, though there are issues with the more complex types (TriStrips and Convex Shapes).
My first cut will have:
- A big Box enclosing the hull and deck. The disadvantage here is that it will extend WAY beyond the hull on the outside; on the water, I suspect that would be less of a problem.
- A series of thin Boxes for the railings,
- Capsules for the masts,
- No collision for the rigging,
- 2 or 3 convex shapes for each prow. Right now convex shapes don't interact correctly with arrows, but the basic CM is solid.

One big annoyance is that until some genius figures out the Mopps thing, concave shapes can only be dealt with by subdivision. Oh well.:)

Any thoughts welcome,
Steve

I already exported the ship and set up the mesh as a nif.

there should have been a low poly collision mesh in the max scene. I would have exported it myself aswell, but the niftools exporter is too processor intensive for my pc and causes a reboot. All that needs to be done is export the mesh from max using the niftools plugin, setting the collsion mesh as a collision mesh. then paste the collision block into the nif I set up. delete the colision thats in the nif right now, and add the exported collision to the root ninode and bobs your uncle.

I may tweak some UVs still. there are a couple that are annoying me.

probably in the not too distant future, hopefully, there will be a spell in nifskope that if your nitrishapedata colision is convex, it should be able to convert them to bhkconvexshapes. I think mopp shapes are farther off happening if at all. I haven't heard much about niftools developement in number of weeks I dunno

the mentioned shield isn't a retex at all, it all custom mesh (apart from the handle) and all custom texture.

I kinda didn't want these mesh links posted publically, there is no credit list and yadda yadda included in the dl.

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This post has been edited 3 time(s), it was last edited by Ghogiel: 03.08.2007 23:21.

03.08.2007 23:18 Ghogiel is offline Send an Email to Ghogiel Search for Posts by Ghogiel Add Ghogiel to your Buddy List
SACarrow
The Voice Guy


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Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA

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OK.

- I hadn't checked out the Max scene yet; just the NIF. So I'll use the low-poly one instead.
- The newest plugin has totally rethought collision support (thanks to tazpn) and works much better IMO. It has convex shapes that can be auto-generated based on an existing object; it's just some fine details that need to be ironed out. Mopps stuff I don't ever see happening, especially since since I have a sneaking suspicion that even if there is a freely available algorithm, Havok messes with it in a nonstandard way.
- As for DLs, just PM me the URLs, Smokindan, and I'll PM back the NIFs and any altered Max scenes.
- In Max, the length of the longboat is ~1300 units, or about 10 PC heights. Is that a good length for a Nordic longboat? Also I was thinking of putting the origin at the miiddle (X, Y) bottom (Z) of the boat. Is there a better place?

Buh-bye for now,
Steve
04.08.2007 00:29 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
Richard
Chieftain of Skyrim


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Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand

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Any of these things (particularly the stuff like the misc items and that on the first page) done? I am considering modelling a few things myself for practice so if there's anything simple (misc items most likely) I could give it a try.
29.08.2007 07:23 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
SACarrow
The Voice Guy


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Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA

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The longship was my first try but I discovered that I needed more of Ghogiel's shield textures. I PMed him, but his Internet access has gone out, leaving him with no way to re-upload stuff for a while. If anyone has a cache of his material from previous uploads, I'd be happy to go through that. Otherwise we're slightly stuck for awhile.

Sorry,
Steve
29.08.2007 07:32 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
Vality7
Guardian


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Registration Date: 13.08.2006
Posts: 53
Location: Nouvelle-Zelande

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quote:
Originally posted by SACarrow
..I PMed him, but his Internet access has gone out, leaving him with no way to re-upload stuff for a while...

He PM'd me yesterday (at BSF) saying he's in Switzerland untill Sep 7th, so that's only a week away. He should be able to upload/finish stuff after that I imagine.

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30.08.2007 07:28 Vality7 is offline Send an Email to Vality7 Homepage of Vality7 Search for Posts by Vality7 Add Vality7 to your Buddy List View the MSN Profile for Vality7
Lord Grievous
Warder


Registration Date: 29.03.2007
Posts: 41
Location: Antwerp -> Flanders -> Belgium -> Europe

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Shield B and Ornate Claymore look nice :)

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12.09.2007 13:58 Lord Grievous is offline Search for Posts by Lord Grievous Add Lord Grievous to your Buddy List
Richard
Chieftain of Skyrim


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Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand

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It's past the 7th of September now
13.09.2007 08:25 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
Ghogiel
Inactive ST modder


Registration Date: 16.08.2006
Posts: 471

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but there is still the fact I have no internet. Frown sorry guys I'm lame.

Although I am going to remake the shield mesh. It was originally a modified beth mesh, but considering all the textures I did for it, I should have made my own mesh. it wouldn't have taken an hour to get it complete and UV. so I am going to re do that. Plus I am going to re organise the folders and files names so they can share a single normal map. which will dramatically cut the vram drain and the file size :) .

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22.09.2007 00:52 Ghogiel is offline Send an Email to Ghogiel Search for Posts by Ghogiel Add Ghogiel to your Buddy List
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