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mathy79

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  1. In response to post #72689263. I uploaded a mod, the Medieval Lanterns, lots of work involved. I added lanterns in locations that are hooked on quests, locations that don't exist until the quest is triggered. Lots of flying lanterns in the middle of knowhere and no idea how to fix it. A few hours later, a user 'journeyman' that i have never spoken to before, sends me a properly fixed .esp with the all the edits required. This is 3 hours work, maybe more. Another few hours later, another user i have never spoken too before, 'tarlazo', sends me a compiled script for full MCM support. Next day, 'teabag' spends 5 hours with me in discord in an effort to set up a patch for the JK mod. I dont know these people, never exchanged a pm with them before, yet they provide their time and wisdom out of the blue. Its a perfect place to deal with people.
  2. In response to post #72385403. #72388058 is also a reply to the same post. And don’t get me wrong , I’d be happy to share my workflow but it’s very different for every type of model. If u could be more specific I would provide all the info, although to be honest it would be too technical to be an interesting reading
  3. In response to post #72385403. #72394408 is also a reply to the same post. What's your workflow now and what was it before you accessed the other softwares(the ones beside Blender)? Depends on the object, not sure how to answer that Also, how do you export models from Blender into Nifskope? Older Blender version or some other way? blender 2.79b and the nif plugin then upgrade to SSE format win NifOptimizer. From 3ds max it goes directly to sse nif, no upgrading required. What are some time saving tips and tricks you wish you knew in the beginning? I wish i knew about weight painting and how it affects certain parts of a mesh during wind animations, so that i wouldn't have to paint all my trees and plants from scratch. Many hours wasted over this. What game model centric things should be kept in mind(aside from the general "keep it low poly")? Then again, how do you decide what is low or acceptable poly for the object you're doing? As a general rule of thump , bethesda x 2 is a very acceptable polycount for most objects. SSE can handle it with no issues. For objects that are only found in interiors you can go a bit higher. I am trying to find some balance between good looks and low poly count , this is the essence of gaming modelling.
  4. http://i65.tinypic.com/21crodc.jpg Is this texture - the vertical dark wooden beam - vanilla, noble, smim, skyland or what ?? Can't seem to find this specific wood texture in other places, only in the 2 player homes i am using, Eagle Nest and Elk's Hide. It is very very low resolution, blurry from short distance. My textures are SEPTIM guided, never noticed any other textures of this low quality anywhere. If anyone can tell me where this texture exists and how can i change it with a better one, please advice. Would be thankful. to moderator: I wasn't sure in which sub-category i should post this. Please move the topic if needed.
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