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[LE] Starting to Mod(Help)


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Hello, I want to start modding, I'm decent at texturing and I know I need things like Creationkit and nifskope but I was wonder as to

  1. What's the best program for creating models?
  2. I want to make a mount that uses the horse skeleton and animations, does the mount have to be in the shape and height of a horse to use the skeleton?

I want to make a custom gargoyle mount that resembles the Notre Dame Cathedral or St. Vitus Cathedral Gargoyles and is able to jump so I would have to give it the horse animations. Thank you in advance.

 

 

 

 

edit: I have GIMP, Blender, Nifskope,CK, and Meshmixer.

Edited by Nhozoni
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Programs for models :

- 3d Studio Max

- Blender (it's free)


For mounts i can't provide help, never done it.




You'll also need :

NVIDIA texture Tools for Adobe Photoshop

If you want to create proper "normal" maps.

Edited by maxarturo
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Maxarturo nice Copy / Paste :D ( you forgott to remove styles :tongue: )

 

Nhozoni you already have everything you need but

 

for Blender you will need Nif Plugin if you don't have it already

here: https://github.com/niftools/blender_nif_plugin

 

for Gimp you will need DDS Plugin if you don't have it already

here: https://code.google.com/archive/p/gimp-dds/downloads

 

 

 

Im not sure how they did this but Sjel Blad Castle already have custom horses

you can ride on Bear Spider Sabrecat and many many more

 

Sjel Blad Castle:

https://www.nexusmods.com/skyrim/mods/41612

 

 

 

Open this Plugin in CK and watch how they did custom mounts :tongue:

maybe if i will have some time ill download this mod and help you more :D

 

atm you can just download this and try by yourself :smile:

 

//Edit:

about Normal Maps im using this: https://cpetry.github.io/NormalMap-Online/

and its working fine Maxarturo :)

Edited by TobiaszPL
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There is the correct way to do things and the fast way, in the case of producing "normal maps" you can only see the difference in game, and there is a HUGE DIFFERENCE in the result you get at the end !.


After more than 20 years working in the field of 3d Design with Photorealistic Renderings & Graphic Design of all kinds, i don't need to copy paste anything from anyone...

Produce-proper-normal-map-01.jpg


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For me there is no difference between your "proper" and "fast made" normal maps...

 

also here is my Normal Map Generated Fast in Browser

//Edit:

{

Egh... why this .bmp is only for download? xD also why i have 250kb limit xd

its too small T_T cant upload small PNG file !... T_T

 

 

 

 

 

}

 

in my opinion looks pretty close to your... maybe less smooth but who cares... i dont xD

im using this Online Normal Map Generator for last 3 years and im happy with effects :D

 

" i don't need to copy paste anything from anyone... "

Then why 3Ds Max is writen with white color and Blender with gray? :D

 

White color is when you copy / paste things from other posts/websites

 

i don't need to copy paste anything from anyone...

see? white :D

Edited by TobiaszPL
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I used white to emphasize the first program as the main tool for use. As i use white a lot in my posts to EMPHASIZE something.

 

* If you want i can make two "normals" for you from the same "Diffuse" (when i get some free time), and you can see - check for yourself the fundamental and huge difference between the two, it's literally night and day !.

That's why some mods look so amazing and others don't...
Edited by maxarturo
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Hello! I'm also curious on this, this is valuable info! I too have been delving into the basics of modeling using Blender so I'm a complete 3D-Noob. I have used the Blender NIF Plugin import/export recently but have found that it doesn't work very well with Blender 2.79. I know I added the plugin correctly into Blender Add-Ons section but when I import an orchsword NIF for example (from SSE) I just get import errors from Blender -- unless the import plugin can only import SLE NIFs. If there's something I need to configure there -- teach me :smile:

 

An alternate method that I've learned is to open the NIF in NifSkope and then export it as an OBJ. Then open Blender and import the OBJ file into Blender (do make sure the Import/Export Wavefront OBJ Format add-on is activated in Blender). This works for me in bringing in the objects but I guess I've run into an issue where I'm not able to export as a NIF (from Blender using the add-on, export errors).

Edited by justinglen75
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The latest version of Blender has a different triangle mesh output than the "nif" which Skyrim uses and its related programs, so it makes it incompatible with any program that uses Skyrim nif, you should use an older version of Blender.

For further info you should adress to SSE forum :

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So basically to use the Blender NIF add-on you need an older version of Blender -- makes sense to me, thanks! Peace!

I personally don't use Blender, but a lot of users had encounter this problem with the latest version of it.

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