Modeler Looking to Join. |
Quokimbo
Guardian
Registration Date: 02.06.2008
Posts: 48
Location: Dallas Tx
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04.06.2008 06:39 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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RE: Modeler Looking to Join. |
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Welcome to Skyrim bro!
First let me say I love the avatar
Now on to the modeling, what stood out to me the most looking at your
screens were your axes, they are coming along very nicely (and Nords do
love their axes). Do you have any interest in modeling a whole set of
weapons in that style? For specific modeling jobs, you're welcome to
try your hand at any of the concepts lieing around the forums. If you
want something specific, our headman Alasdair can probably give you a
task-- off the top of my head, we could really use some new alchemy
plants or rock models (standing stones ala Bloodmoon would be great).
As I recall from reading in your thread on the official forums, your
primary interest is in environment objects as opposed to organic
things, yes? |
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04.06.2008 07:11 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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To my knowledge, you need to put it into .obj form and then open it
with nifskope and convert to nif format. After that you'll need to do
various things in nifskope like set up collision and other things that
I don't understand. I'm no modeler-- I tried the evaluation version of
3ds Max once, but all the more I ever got done was a really crappy
looking javelin (I did get it wieldable and ingame though. |
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04.06.2008 20:33 |
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Hegemege
ST Modder
Registration Date: 23.04.2008
Posts: 193
Location: Helsinki, Finland \,,/
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I like the 5 and 6, That gun would probably fit into on of the Ratchet & Clank games
Very nice models. I like
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04.06.2008 20:47 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Welcome to Skyrim!
The easiest way to get models in game (in my opinion at least), is to
export the model from your favorite modeling program into Blender, set
up the collision in Blender - if you already have a low poly collision
mesh, that's as simple as a few clicks; if you're reaally lazy (like
myself) you can use one of blenders built-in scripts to automatically
reduce your models poly count. Once you have a collision mesh in
Blender, the exporter takes care of setting up a working nif, then all
you need to do is apply the textures in nifskope.
What you probably don't what do is export an .obj straight to nifskope
and set up the nif manually, because that's just frustrating and error
prone, especially once you start doing stuff more complex than just
static objects.
Weapons are slightly different - the easiest way to do weapons is to
simply export a nif with just your weapon mesh in it, and then copy the
mesh data directly into a bethesda weapon, replacing the original mesh,
then tweak the collision objects in nifskope to match the shape of your
weapon; it's all easier than it sounds - honestly
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If you are interested in the Blender approach (which I recommend) see:
http://niftools.sourceforge.net/wiki/Blender
There's also a Maya nif plugin, but it has less features than the
Blender one, still you may prefer not to have to switch modeling apps
all the time, in which case:
http://niftools.sourceforge.net/wiki/Maya
There is a lot of info on the Construction set wiki, but it seems to be down right now (else I would point out specific pages).
http://cs.elderscrolls.com/
If you don't have it already, nifskope is a must.
http://niftools.sourceforge.net/wiki/NifSkope
As for things to actually make with all these tools? Well of the top of
my head, furniture is definitely something we need, as is general
clutter such as plates, utensils etc - nothing terribly exiting, but
it's all needed for a new province (or part of one, which is what we
are doing). More glamorous items we need would be weapons (ornate or
basic, both are good), although you say you don't like organic things
we do really need plants and ingredients. I was always under the
impression that modelers like to work on stuff they are interested in
making, at least I do, but I'm not much of a modeler. That said, if you
want something really specific, I'm sure I can think of something.
quote: |
Originally posted by Hegemege
I like the 5 and 6, That gun would probably fit into on of the Ratchet & Clank games
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The heavy would never let his beloved Sascha star in another game series!
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05.06.2008 01:03 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Yep Blender
is a free modeling program, it has a stupidly confusing interface, but
provided you just follow the tutorials and don't try to actually model
anything in it, you should be fine. All I know is the basics such as
moving models, deleting points/faces etc and creating faces from
preexisting points. Combined with the buttons you need to press to
setup the nif export and collision, that's all I've ever needed to know
about it.
If have trouble getting it working you can always send any files to me, and I can put them in game.
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06.06.2008 01:26 |
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Lady Nerevar
Marquise
Registration Date: 04.01.2006
Posts: 1,243
Location: Not in hiding anymore
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autodesk, I bite my thumb at thee for not making your formats backwards
compatible. dowloading 8.5 now, hopefully ill manage to get it exported
(or at the very least reviewed).
[edit]yep, got it working. since TR is down for maintenance ill post the review here for the time being.
the model itself is prettymuch perfect, I cant see anything wrong with
it.the way you did the back support is kinda weird, there is one face
on the back but several on the front. not really an error though.
the UV map is where you need to fix some things up. you cant have a good texture without a good UV map.
ideally, you should have this object mapped to two textures (one for
the woven reeds and one for the bamboo), that way all furniture in the
line can use only those two textures (instead of having to have a new
texture for each piece). this is not required though.
besides that, here are some tips. the sticks are mapped to a very
narrow area (likely automatic mapping) which is stretching out your
texture and making it look unatural. spread them out to be wider to
give them some more detail and overlap them for more efficient use of
space (or you dont have to, depends on how you want it to look). some
of the elements (bamboo sticks and panels) were separated in the UV map
from other parts of them, this could cause some problems texturing.
in short, great modeling. your UVs are also pretty good, but need a bit of polishing.
__________________
Mongati HoonDing tiavo; li-mansao einei diang.
Cassandra for the memospore era
This post has been edited 2 time(s), it was last edited by Lady Nerevar: 09.06.2008 23:06.
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09.06.2008 22:40 |
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blackbird
Inactive ST modder
Registration Date: 27.03.2007
Posts: 709
Location: Brugge (Flanders, Belgium)
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lolz! a review destined for another forum has been dicussed here.
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09.06.2008 23:40 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I tried importing the .obj into nifskope but got a message telling me I
had to triangulate the mesh first. No idea what triangulation is, but
maybe try it before importing to blender as well? One thing I might
suggest is reverse importing something, like taking a vanilla Oblivion
nif, changing to .obj in nifskope, and then opening it in blender, then
in maya. I did that once up until the blender step (I don't have maya),
and was able to successfully edit it and bring it back in game. For
tuts maybe try a general search on the CS wiki. |
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10.06.2008 18:13 |
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Lady Nerevar
Marquise
Registration Date: 04.01.2006
Posts: 1,243
Location: Not in hiding anymore
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triangulating means turning the polygons into triangles, they are 4 sided normally.
not sure what you mean about the nif and dds comment. if your trying to
apply the texture to the mesh, you need to open up the mesh in nifscope
and find a property called NiTexturingProperty under the NiTriStrips.
click the plus next to it and it will expand into a field that says the
texture path. right click it and go to texture>choose, where you can
choose your dds texture.
dds files should contain no spaces, underscores, or dashes, as that may cause problems later on.
exporting it as obj removes many of its properties (material
properties, collision, animation bones), so it probably wont work
perfect in game.
exporting is indeed tricky. keep trying, you're doing great
__________________
Mongati HoonDing tiavo; li-mansao einei diang.
Cassandra for the memospore era
This post has been edited 1 time(s), it was last edited by Lady Nerevar: 10.06.2008 19:17.
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10.06.2008 19:15 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Yeah our stuff can be pretty scattered around. A lot of it is just for armor. The Art Boards are always a good place to start. If you could start out modeling something like this
that would be a great step in the right direction to getting us more
plants (I'll try making some concepts in the next few days). |
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11.06.2008 17:35 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Well, theres got to be a first time for everything!
Are you familiar with the Xpac Bloodmoon for the TES III? If you run
into trouble with flora we could use rocks modeled similar to the ones
from Bloodmoon. If you need I can upload pictures. |
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11.06.2008 20:06 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Weapons, rocks, plants, it's all good; just whatever you would prefer to model first. At this point for our Beta new weapons are probably one of the things we need most, huntsman weapons in particular because they're pretty generic quality and can be used everywhere.
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12.06.2008 18:52 |
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