So is skinning and baking compulsory for a mod to work? or are they only texture related?
And ghogiel, where do you put the files for 3ds max? the ones from sourceforge for 2011 x32 bit
You two are really helpful, it's a shame that i can only give kudos. Hopefully this will be one of my last posts since i'm going to try and do it myself.
Where can i find a modding team, or a modder willing to help?
Started by
robertward203
, Oct 06 2010 01:56 PM
28 replies to this topic
#21
Posted 11 October 2010 - 09:24 AM
#22
Posted 11 October 2010 - 02:24 PM
Sorry, nobody would do that for poor 100$. Standard sellery for such work is around 20 dollar for 1 hour at minimum. So, that means, you will need maybe +40 hours for something like that. Means, if you lucky, you get it below 1000$ but not much less! I even wouldn't do it for that price, it's still too cheap for the amount of time it takes.
#23
Posted 11 October 2010 - 06:08 PM
You DO realize that the best easily available 3D modeling program costs more than 3000$....
#24
Posted 11 October 2010 - 06:31 PM
well it was just a rough guesstimate from the amount of quality work I've seen being sold on turbo squid assuming the meshes he already made were usable as well. As i have seen some very high quality UV mapped and animated models go for pretty cheap on there.
#25
Posted 11 October 2010 - 07:43 PM
At turbo squid they sell it not only to one person and they don't doing stuff on request. So, that's mass production... if you go into a furniture discounter you get a shelf for a lot less than if you ask a carpenter to build it for you
#26
Posted 11 October 2010 - 08:18 PM
skinning is required. baking is texture related. tbh it's going took whack without good textures that are baked from a highpoly model. this is probably 2/3 of the work involved. the other 1/3 is making the game mesh, uv, rigging, and game setup & exportSo is skinning and baking compulsory for a mod to work? or are they only texture related?
And ghogiel, where do you put the files for 3ds max? the ones from sourceforge for 2011 x32 bit
don't know what files you refer to. i presume niftools. i'm pretty sure i use an exe. unless this has changed in the last 6months, there is no 2011 on sourceforge. you have to use the pre release ver that is found in the dev forum. you just have swap the install folder from 2010 to 2011. apparently that works. I have explained all this before I am sure.
#27
Posted 11 October 2010 - 08:59 PM
At turbo squid they sell it not only to one person and they don't doing stuff on request. So, that's mass production... if you go into a furniture discounter you get a shelf for a lot less than if you ask a carpenter to build it for you
That's true didn't look at it that way.
#28
Posted 12 October 2010 - 11:28 AM
quick question about textures: With the model's knees (six-sided shape), there are some circles and lines on them, will i have to draw these on the model in 3ds or when i texture with adobe?
#29
Posted 12 October 2010 - 12:13 PM
ultimately, they would probably be on my final models texture only...
for best results, i would make nearly everything in geometry, using subd modelling techniques. then bake normal and AO maps off that
for best results, i would make nearly everything in geometry, using subd modelling techniques. then bake normal and AO maps off that



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