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crazylion

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    CrazyLion
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    Germany
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    The Witcher 3

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  1. Hi The exporting to nif will split the model into parts according to its Material(texture) association not how you join the mesh inside max. Check the nif-file that all textures path are correct and point all to the game folder texture/ as in the nif file the textures can be in any folder to show up properly but in the game that would not work - and I guess that is your issue. CL
  2. HI I am not a tech specialist, but that what you said is nothing relevant to mod creation. We all know that if you have a fast and high powered rig you can get high screen quality and a smooth game play. Yes you could rebuild skyrim in UE, but not with Bethesda's consent - even if you would create all assets from scratch. Yes I would look great, we all can guess that but no one will put that energy into it. Seeing that Beyond Skyrim works since years on a their projects - if you have a team to manage that workload in 5 years time you better be advised to make a brand new game, so you can make money from. Of course its always great to have fast graphic cards or processors for playing games but that has nothing to do with modding. The quality of the mod does not change with a better hardware, it just runs faster eventually. Also clichés are not disappearing just because you have a better hardware. Clichés are created by the software and mods which are not optimized and cleaned. Also most people's bad practices of removing and adding mods constantly without cleaning game saves is one of the biggest issue of crashes as well as mod compatibility and load order. Problems with the CK also do not go away with a faster and better hardware, it just runs smoother till you run into a crash. Of course if the game crashes you experience comes from overloading your gpu and ram with lots of graphic enhancing mods, than yes that will all go away with better hardware. Comparing the Unreal Engine with the Creation Kit also makes no sense. Unreal Engine 4.20 is far more advanced than the technology of the creation engine. The creators of UE 4 do nothing else than work on the functionality of their engine where as Bethesda made the engine specific tailored for the game needs and nothing more, also their (Bethesda) efforts been focusing on the game development and just made the engine run (and not creating a perfect engine). Thank you anyway for sharing your thoughts here but you might want to make some more research on that topic, before you recommend others to spend money on hardware that might not even solve their issues. CL
  3. Hi If I understand you correct you like to know if you split up your mesh into individual elements like hilt, grip pommel or some other detail elements if that affects performance? It is actually very common to split the mesh in separate pieces, manly based on there material, so different shader's can be applied ( glow maps or refection). When it come to performance, the mesh or model size (or more specific the poly count) is not as relevant for the in game performance as the size of the applied textures. The final mesh in nif format is broken down into triangles and if you don't go crazy overboard with the poly count (usually 500 to 5000 for a weapon is enough) it will have no impact. Texture on the other hand does quickly bring your rig to the knees. If you make a sword and but a high res 4k texture map plus a 4 k normal map and eventually an environment mask (assumeing you compress them with dx3 or dx5 or even bc7 for the SE version your computer will load 63MB of data for every copy of the weapon that is visible on your screen (to compare that to the weapons nif file which has around 500-1KB usually) Not sure what your problem is with the normal map but look at these tutorials (even not blender specific) that might help http://wiki.polycount.com/wiki/3DTutorials/Modeling_High-Low_Poly_Models_for_Next_Gen_Games https://cgi.tutsplus.com/tutorials/how-to-bake-a-flawless-normal-map-in-3ds-max--cg-925 CL
  4. Hi Ambitious project Before you put more work into it, you should know that you have already an legal issue on hand. You can recreate the Imperial City but you can not use any assets (Meshes or Textures) of the original Oblivion Game. Bethesda made that very clear and thats the reason that Projects like Beyond Skyrim have to create all asssets from scratch. That also means loading the original mesh into blender and manipulating them is out of the question as you still use the original ( you might use them as a reference for your model) Also my advice befor you make any models be aware how the texture should look as you need to make the uv's (this is part of the modeling). Also you want to reuse textures as much as possible otherwise the load would be even for UE4 to much if everthing has induvidual texture maps (particular as you aim for high res). Make for example one Window mesh plus texture and reuse it every where it fits, same like columns and anything that repeats itself. For texture variations you can use decal in UE4 to make them look not so repetitive. Good luck CL
  5. Hi There is an tool for 3ds max to be able to export your files direct into nif format, no need to use obj file export. 3ds Max Nif Import-Export CL
  6. HI first up, there are tons of tutorials for 3ds max on youtube and on the net - i recomend http://wiki.polycount.com/wiki/Tutorials or start here https://knowledge.autodesk.com/support/3ds-max When you import an object into Max it appears usually as an editable mesh which you should convert into a editable poly as that gives you more tools to work with but is not necessary and has no effect on the end result. To select a polygon, a face, an edge or point just simply use the selection option normal directly located under the Stack menu http://i68.tinypic.com/awal55.jpg to change the mesh into a poly right click on the mesh inside the stack selection and choose poly To make a character move you need a skeleton (which he has also in Oblivion), the Character need to be than rigged so that the skeleton moves all the limps. If that is done you can create animation sequences for the whole character. Finally bring every thing together in the Creation Kit. There is a lot you need to learn to do all that, so jump in read tons of tutorials and good luck CL
  7. Hi you can do every texture in BC7 as SSE supports them full there will be no issue. CL
  8. Hi Did you add in your NifSkope Settings the Folders where all the textures are saved? Nifskope will not find textures of any assets as their full path is not in the nif file (general they start like /texture/Clutter....) saved. You need to tell Nifskope where to look for it. CL
  9. Hi .bsa is a archive folder like zip or 7z, meaning you can not pick out a single file and delete it - but you can extract the whole bsa file into an folder, delete the files you wish and pack the rest together to an .bsa again. There are enough bsa archive programs around here CL
  10. Great as always, Thank you Nexus
  11. Hi @ForcefulMocha your welcome here is a link Link resize, sure you can find more if you google it. I was just reading some articles about awhile ago as Nvidia published that they actually created an AI who could reconstruct an picture pixel to increase resolution. But that is a long way to be sold to average people CL
  12. Hi like pixelhate already said, you can just scale it to 4k but that would be just a waste of processing power. You will not get more details as you can not create pixels you don't have. There are some expensive software on the marked, they are actually pretty good in up scaling images and keep the same quality. The only way is to make a new texture in 4k from scratch or ask the original mod auther who created the armor he might have a higher resolution map. As most textures are made on a higher lvl as required and then downsized for optimation. CL
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