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First time making 3D models/textures and need a little help :)


James14198

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Hi all,

I was reading though another discussion and found someone had written quite a useful list, outlining the process they go through to design a new item:

 

1. Model in blender

2. UVmap in blender

3. Export .OBJ file

4. Texture in gimp

5. Set correct scale/rotation and add texture links to models in nifskope.

 

Could anyone explain, in idiot speak, what each step is in essence? I read it as create a model, 'convert' it to 2D, paint a texture on it and them do something to it in nifskope I don't quite understand yet :)

Am I right? What does the last step mean? Are there any important details I need to remember?

 

Thank you for your help!

James

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Trying to explain the steps in idiot speak is tantamount to requesting a tutorial, lol. There are many, many blender tutorials specifically for creating meshes in Skyrim, you should run a forum search, visit TES Alliance, TES Wiki, the tutorials section of Skyrim Nexus, or a google search to locate them.

 

As for the last step, proper Scale, Position and Rotation should be incorporated into step 1. Import a vanilla mesh into your scene that most similar to what you're trying to create, and be comparative.

 

Texture linking in nifskope is simply where you link your mesh to the textures you created in gimp, so that they appear in game.

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  • 2 weeks later...

I recommend taking FavoredSoul's advice and checking out the tutorials, especially on TES Alliance. But if you really want an idiot-speak summary:

 

1. Model in Blender - create the 3D object.

2. UV map in Blender - create a flattened image of the 3D object.

3. This is the point where I usually export the UV image as a PNG, so that I can...

4. Texture it in Gimp - create the textures using the exported UV map image as a template, kind of like a stencil. Then you take the textures back to Blender and add them to the image, along with the basic material properties, so you can get an idea of what it will look like. Then you take the whole mess and export it as a 3DS or OBJ (I personally use 3DS) so you can use it in Nifskope, which is where you...

5. Set correct scale/rotation and add texture links to the models. The quick and dirty way to do this is to open an existing item in Nifskope, import your model into it, use the original item to figure the correct scale and position, and then delete the original model leaving your new item in place. The finishing touches involve assigning textures to the right slots and then saving the new item as a .nif file. All that's left at that point is adding it to the game using the correct utility.

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