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ScuffedDown

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    Skyrim
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    Dark Age of Camelot

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  1. In response to post #39488585. I think I would have to add to this. Let me first throw a disclaimer out there: "I am in no way against mods on consoles"; ok there, done. Now, I actually hope (as mean as it may sound) that a mod only meant or PC capable that gets stolen, DOES brick a console. And I hope its a lawyer's son/daughter. This way someone will go after the thief, as the author EXPRESSLY declined permission for consoles for whatever reason. Hopefully that would put an end to this debacle much faster than trying to reason with people that don't care to see reason. PS. If my view offends you, I apologize in advance, but that would be justice you have to admit :p
  2. As i was trying to sift through 52 pages of replies, I was wondering if anyone had a good beginner's texturing guide? I do well enough with modeling in Max now, i feel my UV maps are decently set up, but when it comes to my texturing for in game.. (vomit) i fail horribly, OR my other option is.... if anyone is interested in texturing some nice pieces, let me know..
  3. Sevenbase is a UNP variant, and requires the xp32 skeleton
  4. body size was 1.. sevenbase, modeled in 3dsmax and zbrush.. hopefully that answers your questions?
  5. Thanks Vulpes.. take your time with it.. i haven't quite got the textures right yet.. but hopefully
  6. So this was an armor I was designing, and for the most part it came along well. Sadly, I lack the skills to bring it to Skyrim. I'm not happy with how the LoPoly is turning out, and I have no knowledge on how to rig or weight the armor. I'm hoping someone skilled can finish this armor for us all. I've included all Hi-Poly meshes, Lo-Poly meshes, the texture maps, normal maps, and AO maps.. The idea was there, just not the skill :( but I've gotten a lot better at all of it. Hope you all enjoy, and feel free to leave feedback about it and for the love of everything enjoyable, someone PLEASE finish it!
  7. Honestly, I've kept my mouth shut about the whole paid/free modding. On one hand, I agree that mods should be free, I mean realistically very little of the majority of mods (mine included) are 100% original in design. On the other hand, I do know how much time and effort is put into them, (hell my first weapon took me over 2 weeks of trying to fix the mesh, learning how to bake high poly onto low poly .. etc you get the point). But, (and yes here's the but) for the 25% cut modders were getting from the mods, it really was unfair to a community that might not have thousands to shell out on a little 1 weapon mod.. yes that mod may only cost $.49 dollars, but now multiply that by 200-300, and its still not a lot of money, but it is a huge inconvenience. Most of the work we do is for the joy of creating something that others will enjoy, showboating our talents, or building a portfolio with intent to apply to a game design team. I looked at Wet and Cold when it was paid.. at $4.99 each download, and I think it was something like 500-600 downloads at the time, I did a rough calculation, the author earned a measly 600 dollars BEFORE it was taxed.. because eventually you'd have to claim taxes on the revenue of a mod. Now, that said author may have lost all support from people in the community that did not agree with paid-for modding. In the long run, ask yourselves, is the couple hundred I made off of others really worth the trouble? Or was everything much more open and friendly before we were worried about sharing assests and helping each other? Ok, I'm off my soap box.. hopefully no one is offended, and I didn't step on any toes or break any rules :)
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