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Kalten1979

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  1. Stealing? Why? The indie package cost me 238$. (after a quick look into my account :laugh: ) Realy cheap for Substance Painter, Substance Designer and Bitmap2Material. Edit: Now you could go Live where you have to pay 19$ per month until it is yours. No stupid subscription like for Photoshop. And corrected Price, sorry for that.
  2. Have you tested your textures without new normalmap? Did it looks the same?
  3. Your exported normalmap should be more blue. Did you import the original normalmap to Painter? Is it extracted correctly from the ba2 archive? Did you converted it correctly for the import?
  4. First of all, Fallout dont support one of the common PBR workflows. It wont use glossy/spec nor metal/rough, it is more like metal/glossy. I am not sure about your setup. You use specular in your map setup, but the pbr materials are based on metal/roughness. I am not sure if you could take full advantage of the pbr materials. Anyway, specular is wrong, because it is nearly the same as the metalness map did. If you paint everything by hand, and make no usage of the material or smartmaterials its ok how you work. As far as i see. Fallout works with glossy/spec in the _s map. But you cant work with glossy/spec PBR. You have to work with metal/roughness and use the metalmap as specular for you export. But metalness is no longer for metal only and black and white / yes or no. It depends on the speculary of your material now. So it could be gray, too. And it is possible you have to darken your metal material color. Fallout dont support correct PBR color values for metal. Sure, your viewport material could be wrong in Substance Painter. Not sure if there is a correct shader for this. But for ingame it works. Export options are easy. Basecolor and Normalmap (OGL) as usual, For the _s Put the metallic into the red chanel and the Glossy (from the converted maps) into the green chanel. After that, I get this result. In Substance Painter http://www2.pic-upload.de/thumb/29043272/SpPipboy2.jpg And here Ingame http://www2.pic-upload.de/thumb/29043268/PipMG.jpg Maybe i am wrong, but thats how you could take full advantage of Substance Painter. Thats all what i see from my testings with Substance Painter.
  5. Hello I am trying to create a compledly new creature for Fallout New Vegas and i run into some trouble. The biggest problem is the Havok behavior. If i kill the creature, it bumping around like a wild cat. You know that bug from dead NPCs from Oblivion or Fo3. I have createt a skeleton.nif in Blender 2.49 based on my knowledge from Oblivion, and I have exportet it as Fallout nif. InGame everyting looks good, the creature walks around, VATS works so far, not sure if the dismember would works, but still all is fine. Only the killing of the creature causes Problems. I dont think the problem is in the Geck. Sure i am not able to edit or create a Ragdoll, but if i replace my files with original files, the Havok of the creature works correctly without Ragdoll. Did anybody know whats going wrong here, or know what i have to do? Did anybody have some knowledge about a compledly new skeleton.nif Any help would be nice. Cheers Malo
  6. Love to see more of your weapons. Cheers, Malo
  7. Blender is a good way, if you want to do that for Oblivion or Fallout. But there are no working exporters for Skyrim. What you need is a HKX converter into KF, Blender to animate and import/export it and Nifskope to change the import/export files from Fallout to Skyrim or Skyrim to Fallout. It is a lot of handwork, but it should be possible. Not sure if there is a HKX converter out there. I use first person, it makes no sense to see what i am wearing on the back.
  8. Same rule. Beth said it, it is not allowed to port one modell from there games to an other.
  9. If you have all tools to create new skeleton.nifs and animations like in Oblivion and Fallout it is no Problem to do that. I did it a severel times in that games.
  10. Same probleme here. After - your file is being prepared for download, i get a white screen and every activity is stoped.
  11. Possible - Yes, for private use. As Mod - No, Bethesda doesn´t allow it.
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