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imu333

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Everything posted by imu333

  1. Here's some WIP content :) http://i.imgur.com/91EyI6U.jpg
  2. I'm back working on the armor, lowpoly done and currently working on the textures! :)
  3. the low poly model is coming along nicely http://i.imgur.com/zoIg4F7.png
  4. Highpoly model done! Also started setting up and working on the lowpoly :)
  5. Do you have the correct shader flags enabled? In NifSkope > BSShaderPPLightingProperty Shader Type = SHADER_DEFAULT Shader Flags = make sure at least these are checked, SF_SpecularSF_SkinnedSF_Remappable_texturesSF_Shadow_MapSF_ZBuffer_TestSF_Multiple_Textures (not sure if needed) SF_Environment_Mapping (if using environment map)SF_Alpha_Texture (if model utilizes transparency)
  6. Have you checked that the textures are in the correct folder and/or the directory paths in the nif file point to the right ones?
  7. Use this plugin: http://forums.getpaint.net/index.php?showtopic=1854 Open your normal map and go to Effects > Alpha Mask > select your specular map > save .dds as DXT5 (or A8R8G8B8 for no compression), generate Mip Maps
  8. Not sure about Paint.net. Fallout combines normal and specular maps into one, the specular in the alpha channel. (®ed(G)reen(B)lue(A)lpha) Easiest way is using Photoshop, pasting the specular into the alpha channel and exporting using Nvidias DDS plugin Though if you don't have Photoshop, you can use GIMP. The DDS exporter for GIMP is not as good as Nvidias so it may produce artifacts. So I recommend that you add the alpha channel in GIMP, export it as a .tga file and then convert it to a .dds using Nvidias command line tool. EDIT: Can provide download links and further instructions if you need. :)
  9. Thanks! Yea, this will speed up things :) It was a real pain making skin-tight gas masks, having to go back and forth, adjusting the mesh to fix the clipping issues. speaking of the 2.49 UI, yea ... terrible compared to the new :rolleyes:
  10. Looks like they have a pre-alpha build for 2.7x, http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=5823 Importing works, haven't tested exporting, but it should also work, seeing as it imports bones and vertex groups fine :smile:
  11. Yes, I use an older version of Blender for importing and exporting .nifs. My general workflow is, import .nif file into Blender 2.49, then export as .obj, 3ds or .dae format, import in a new version of Blender for production work. After I'm done with modelling I usually set the materials for the mesh before exporting it as an .obj (the reason I assign the materials in 2.7x is simply because I'm more used to that version) Lastly I import the .obj file in Blender 2.49, rig it, and export as .nif file Should be possible to do the rigging in 2.7x, if Blender 2.49 has some decent importers such as .FBX, not sure though. Might do a proper tutorial once I find time, as there are no up-to-date tutorials for Blender users. :)
  12. I'm afraid I'm too busy to work on this project, as I'm currently working on The Frontier and my own projects. Sorry for the inconvenience :confused:
  13. High Poly almost done! general todos: - add more pouches & satchels - gloves - tweak the sculpted overall - neck area - overall tweaking to make sure nothing "hovers" http://i.imgur.com/yMaMBFM.jpg
  14. Interesting, though I didn't look up any references when making it, I was thinking of something similar to Titanfall, seems like he was too :) I think my workflow will be like this, first I make the initial high poly model, then I make a low poly out of it, along with textures. Then for the damaged parts I modify the high poly model and adjust the low poly and textures accordingly :)
  15. Sorry for the lack of updates by me, been a busy start of the year for me :smile: Anyway, with a few things out of the way, I'll try to find more time for modding :smile: Sat down and made quick concept sketch in 15 minutes, will modify and improve it tomorrow :smile: http://i.imgur.com/9VCk2mHl.png
  16. Export from Blender 2.73 as .obj and Import in Blender 2.49. Setup your materials in 2.73 so you don't have to worry about them in 2.49 (Write Materials when exporting) :)
  17. Might take a while, as the mech has to be done from scratch, and I'm still on the drawing board.
  18. Oh neat, I though you were going to use the enclave :tongue: I'll start on the concept tomorrow! Make something worthy of putting in my portfolio :)
  19. Just to be 110% sure, the mech should look like the regular enclave armor, or the "deformed" one seen on first post?
  20. Number 1 sounds like the most practical, as long as the useless rendering could be avoided. is there any way to disable an objects renderer? I have little to no experience with GECK scripting, so bare with me ;) though I have some programming experience. If option 2 or 3 is the way to go, would it be possible to have every part as a separate nif file, rigged. Then just equip those parts to the mech skeleton.
  21. Hello! the mech mesh has some missing faces, especially around the head, so I'm better off exporting the enclave armor from the fallout bsa. Should the torso damage be so bad that it's hole though the mech as said above, or just a chunk off? EDIT: Also, any specific reason why the beta requires Deserters Fortress installed? EDIT 2: Looks like the vanilla enclave armor is supposed to have a hole in the helmet mesh... :tongue:
  22. I'm going to assume you meant "use" :) I'm using Blender. Currently I'm using Blender 2.73 RC (RC = Release Candidate = early version). When I started working on this armor I was on 2.71.
  23. Lower arm / wrist armor: http://i.imgur.com/KgI2eai.png
  24. Doing some helmet concepts http://i.imgur.com/HUOEgf6.png
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