Jump to content

Urwy

Members
  • Posts

    556
  • Joined

  • Last visited

Nexus Mods Profile

About Urwy

Profile Fields

  • Country
    None
  • Currently Playing
    Reality (DirectX: Ultimate mode)
  • Favourite Game
    The Unreal Tournament series

Recent Profile Visitors

11407 profile views

Urwy's Achievements

Proficient

Proficient (10/14)

  • First Post
  • Collaborator
  • Posting Machine
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. If anyone would even be making this, i figured they'd omit the swastika.. I know i would as i view it as a symbol for a very dark age of human history. I had no intentions of offending anyone by asking him to elaborate.I do agree that i shouldve thought twice before i actually posted. :pinch: I'm just hoping that if anyone does pick this up, he/she does so with more sense than i used when posting my earlier post. Again, i apologize for not thinking twice before posting. It was not my intention to offend anyone in any way.
  2. Any elaboration? Things like images, descriptions and stuff like that might make it loads more appealing for any modder to pick this up.
  3. Yes i do! =) It's under the useful skyrim links. Posting links doesnt do the work for them right? :P And the newer nifskope still ruins you uv's if you try to import OBJ's. Importing .3ds files works perfectly though. :thumbsup:
  4. so it does what i did in gimp at a more advanced level/more detail. Basically, yes. To simplify what Ghosu just said: where GIMP/Photoshop are more like painting a painting (heh..), Mudbox, Z-brush and sculpturis are more like painting a miniature figure; One works solely in 2d whilst the other (also) does 3d paint. Texturing has always been one of the harder parts, imho. Interesting! :) I barely need GIMP/Photoshop these days... I tend to do everything in blender itself..:P To each his own i guess. :happy:
  5. Sounds about right. =) And as you probably noticed, the older blenders arent needed when making weapons. The only reason to use the older blender is if you plan on making armors. (stuff that needs weight painting, vertex paint and other stuff that isnt saved to the obj and 3ds file formats) Some little details on the dds files: non-transparant files use the BC 1 / DXT 1 (mipmaps on). Transparant textures should be BC 3 / DXT 5 (also mipmaps on). Other than that tidbit it seems you have a good idea of what you need to do.
  6. Just answered a similar question in this topic. Might be interesting for you to read all the replies. =)
  7. That could be usable, yes. If you join all objects into one object it'll easier to fit everything onto a single texture. Alternatively you could keep the different parts of the sword as separate objects and use multiple textures, one for each object. (Blade, hilt and scabbard for example) Do make sure you create a new image with the right dimension before you unwrap though. (something like 1024x512 for the blade for example. (width x height) or anything else that can be used optimally) In the UV/image editor click Image > New and then just input the dimensions. Because the UV's will save their position, size and whatnot relative to the image size. So unwrapping them on an image that is 1024x1024 and then assigning a texture that is 512x10242 (Half as high) will scale the UV's down by 50% in height.
  8. Well, you can try here, here and here. Or you can follow this... Yeah, yeah it isnt blender... that doesnt take away that its a bloody good tutorial. Just google the blender equivalent of every step. That's why a pause button is so useful! =) Edit: And there's also two additional tut's in my sig under usefull links > Skyrim
  9. Uploading a retexture of vanilla items is no issue at all. Even a retexture of mod-added items isnt a problem, as long as you have permission from the original author. =)
  10. You need to edit the nif itself. There's a node that determines where the weapon is sheathed (Back, side: Sword, Side: axe, Side: Mace, etc..) On a dagger it'll be "WeaponDagger". If you want it to behave like a normal sword you'll need to change it to "WeaponSword". (all in addition to the changes you made in the CK)
  11. Blender all the way. I try to do most of my sculpting in blender itself, simply because i can't afford Z-brush. Edit: Post 900! Woot! :teehee:
  12. Someone that has 3ds max could do some kitbashing between an ordinary crossbow, imperial sword, imperial armor and imperial shield to make it look more like it's an imperial item. Sadly, this is where my usefullness is lost. My educational license on 3ds max has expired a long time back. And i have no clue if this is even possible using the old blender 2.49b workflows. (add to that the lack of experience in the older blenders) I once did a crossbow mod. but i'm afraid i've got no idea as to which tutorial i used to learn it. Though i'm sure someone else might well be of help to you on this. :)
  13. Damn you Ghosu! Why are you so epic? :laugh: Looking good, as always!
  14. Well, i just stumbled across this today... It doesnt contain all the requested features, but its pretty good step in the right direction.
  15. I could have one of those replace anathros without too much of a hassle... honestly, i just dont feel like wrestling the CK right now. :P
×
×
  • Create New...