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Killjaeden

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  1. Hi, i'd like to make an animated door. Something like a heavy vault door usable for treasuries or something like that. I'd like to have a similar open mechanism like the "dragon claw"-door where you have to position rings and then put in the key, just instead of those big rings it shall be a normal combination lock. I know how to make models/animate them, but where should i start to look regarding bringing the animated object ingame? I've only seen stuff about character animation, not sure if that is the right way - any input? And how would it work with those rings (or combination lock in my case) ? I guess they have to be seperate objects, but how do i move them in conjunction with the door when opening?
  2. ahh... yes i did that. :sweat: Oh well, guess it's back to square 1 then, texturewise :sleep: Anyway, thank you so much for your help
  3. I baked the map in an "exploded" version of the mesh (someone used that in a tutorial), with the rims, facepiece, eyebrow and the 4 mainpanels as seperate pieces. I'm still a beginner in normal map baking and texturing (obiously :D), i used tileable textures before a lot for another game (x3) so i guess that's where my habbit to seperate everything to it's own smoothing group comes from :ermm: The "eyebrow" was split because i thought it wouldn't matter, i wanted to make the main part of the diff texture via mudbox and there it doesn't matter. Bad decision apparently. So you think the rivets would shine all in the same direction if i would change the UVW-layout appropriately? Because is still seems like a mystery to me, even if i screwed the rest of the normal bake and the smoothing groups, the rivets should look ok. I have the feeling that they just peer to taunt me
  4. Oh, thanks, that's new to me. I still have all the meshes, so i could correct that at least So basically if i want one part to look smooth via normal i better not split it into multiple parts i guess? But what of the rivets? They are added in photoshop and are all the same, yet they are "cross-eyed" ingame
  5. Here it is (it's a max 2010 file) Thanks
  6. i tried both. I also exported it with "update tangent space" off just to see if it messes things up. But that's not the case, it seemed to not show the normal ingame at all. I'll try to break up the uvw's tomorrow and see if they react differently This thing is quite annoying, already spent 2 freaking days on this crap >.<
  7. But how do i solve my problems then? Here is my normal map, the diffuse with markings etc http://www.abload.de/thumb/vhelmettex_normalm6jq0.jpghttp://www.abload.de/thumb/vhelmettex_difftojtz.jpghttp://www.abload.de/thumb/vhelmettex_renderx9jp2.jpghttp://www.abload.de/thumb/tesv2011-12-2023-05-2pskmh.pnghttp://www.abload.de/thumb/tesv2011-12-2023-06-0uejha.png Could you please tell me what i did wrong? Thanks for your help so far What i meant with "rotating" was that switching or flipping the red and green channels according to the orientation the uvw pieces have
  8. The problem is that i had the "correct" normal of one rivet and copied it all over the texture by hand So it should have been right. However i still got wrong sided rivets on some parts. If you have UVW's that are rotated (in other words - "up" of the mesh is not "up" for the uvw), does the normal information has to rotate too?
  9. Hi, has anybody info about how a correct normal map should look like in skyrim? I modelled a Helmet with rivets, and no matter what i try the "shiny point" of the rivets always show in different directions to each other. This is what i mean: http://www.abload.de/thumb/tesv2011-12-1921-02-2cdj0o.png Should i imagine each face beeing iluminated by a certain light-direction, or is it a specific point and all faces are iluminated relative to that point? I don't have mirrored geometry in there
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