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AllanOcelot

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Posts posted by AllanOcelot

  1. I storngly agree, this thread for me as a new modeler is INSPIRING! to say the least.

     

    Your flow is amazing, and to be able to learn how to make a head like this from scratch is amazing in its own right......A head thats even better looking than the original one the game comes with too, I hope you put this model in your portfolio of work, because its really impressive.

     

    I have loved every post you have made in this thread and the way in witch you have posted it ( I would have liked some more information here and there, but know explaining something can somethings be complex)

     

    So yea, Youve won me over with this thread, and I hope it gets stickyed with a golden glue stick to the blender forum.

     

    - Ocelot.

  2. if your starting over with a new model, You should go step by step.

    I already have your great picture tutorials to help me, but I really think that getting a gun into new vegas, just like armour and static objects are things that once you know how to do are `easy,' but before you know how to do them, can be very scary. :)

  3. I think we are luck here on the nexus where we do not tolerate trolls.

     

    There have beena few modders who have hung up the rope and moved onto greater things, but not so many whom have left due to trolls if you understand me.

     

    I also like to think we have ( from what Ive seen) some of the ebst staff around, who are quick to solve all if not all issues that get sent their way.

  4. To be honest, I foudn this more helpful than your tutorials....well thats a lie.

    Im going to use this ( right now) to get a test gun in game and see if It works while using your tutorials at the same time.

     

     

    I find this kind of learning ( where you see it step by step with results) more fun than a lot of other tutorials. So, this thread has always been and will be a bookmark for me.

  5. Can we get a staff member to sticky this topic please. Picknthebanjo - as a good friend, I HIGHLY recommend you take your pictures, and posts, and compile this thread into an article, I am going to follow the steps over the next couple of days and see what I get.

     

    Thanks for the hard work man

     

    Ocelot

  6. Saint jamez.

     

    Open the model in nifskope - click on it in the render window.

    On the right you sdhould see something called ninode or something, click on the little triangle at its side and it should have items drop down.

    Look for `tristripesdata,'

    Click the arrow next to that.

    Click on bsfshadernode or something similar.

    And do the drop down again.

    Do it once more.

    And you should now see - on the bottom screen `bstexture,' or something similar....look for the word texture or purple flower icons.

    On the very left is the last triangle. Click it to show the texture paths.

     

    There will be two if its a new vegas original item, simply click on the flower for each of the textures and point it to the new texture.

     

    save, and try in game.

  7. Hi Hell,

     

    Please dont take my post to heart - as stated, it was good for a first model.

     

    It looks like you used the `subsurf sword making,' way of making swords that I did in my early days.

    This is where you use the defualt cube, apply a subsurf of level two, and edit it to get the basic shape then apply.

    Doing thesword this way is quick, but gives a lot of smaller, pointless, but smooth faces.

     

    There are various ways for you to lower the poly count - there are a lot of tutorials online that may well help, but I myself have not had the need to lower the count yet.Sorry.

     

    What is a poly? To put it simply - think of it as a weight in your car. The car is your pc, and a lot of the weight is taken up by seats, glass ect, think of those things as oblivion if you like.

    Now, think of your sword as a fat chick A REALLY BIG FAT CHICK!.....I mean, this bird is just so big, she puts the moon to shame.

    Thats your sword. It will drag a lot of cars to a hault.

     

    We want your sword to be the weigth of a paper cup, but we want it to look just as good as any other paper cup. To do this, we use a process called baking. ( you shall have to read up on this also). Reducing the poly count - or face count usess less system rescources. The less you use, in some cases, the worse your model can look, but a good modeler can find the right balance.

     

    I wish you all the best of luck with your modeleing. Please post any updates.

  8. In this thread;

    we all feel sorry for ourself and our mistakes....

     

    Or, we realise we are actually alive, grow a pair, and face the world with a smile.

    Everyone has things they hate in life - not everyone is as lucky as yourself, they dont get to decide what mistakes to make.

     

    Jesus, you go to university and slack off - big deal, some people dont even get to go to college and study at all because the goverment cut off a special needs fund for a fellow family member causing them to move out of their family home at 16. We dont complain. We dont cry. We deal with it.

  9. Wasteland assasin is very kind aha.

     

    The blade is great for a first model, but you may wish to add more details about said model.

     

    For instance, that face and vert count are quite high for a sword.

    But as you have said, this is your first, these things take time to learn...

     

    For the design, I personally feel you have gone with bigger is better for the blade, unless it is meant to be, for instance, a claymore or a two handed sword in that case dismiss my previous comment.

     

    The blade detail is nice and symetrical, just remember that every blade should be fit for purpose - if you are modeling a blade for oblivion, Id say it fits in, anything goes sword wise in that game, If its a blade for fallout, I would suggest it being a bit less elaborate.

    Swords are a great way to learn how to use blender, Im going to start a tutorial seris soon on getting a simple sword from blender to NV in under an hour, so keep an eye out.

     

    Last comments;

    When working on a model, even if you have a good idea of what you want, always try to use one refrence picture.

    For instance, if I am making a sword - I use a refrence picture for the sizing, but not the design....

    other than that - its late here, and Ive not been very......polite in my critique, I apologise, but dont want you to feel pressured to make the next big thing.

     

    For your next project I highly suggest making this;

     

    - see attachment -

    Use it as a refrence, and only make one side of the object - use the `mirror,' modifyer to complete the other side. Once mirrored turn off the modifyer and move some vert's around SLIGHTLY to give it a more realistic depth. Remember, not to follow it exactly. I look forward to seeing your results.

  10. This is a common error with the geck

    but not to worry,

    I belive the solution is simply going into your objects on the right hand side and search for `xmarkerheading,' or `cocMarker,' and simply drag and drop.

    If this does not work then its very simple.

     

    Open up any other cell, search in the cell ( tick on filter) and search for cocmarker, either drag and drop it,

    Or, If i can remember, you can cntrl c and cntrl v it into your cell.

     

    I hoped this helped :)

    (chance of kudos =D )

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