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KcHart

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About KcHart

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    New vegas
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    everquest

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  1. KcHart

    Dark spots

    Thanks for the info guys :) By the way i went ahead & uv mapped / textured it but i think i have to weld the handle to the shotgun body so it will work ingame.. Only thing is when i welded them together the uvmap decided to scrabble its self, some of the model was textured fine & the rest messy. Opening up the unwrap uv only the shell round & sliding mechanism was there. Confusing :\ Anyway away to read some more tutorials oh & heres a screensht of it.. you may have noticed im modeling Eli's weapons :) tbh i should of started off with something simple like his name badge ;D http://img502.imageshack.us/img502/7944/870preview.jpg .. http://img406.imageshack.us/img406/1917/previewsa.jpg
  2. KcHart

    Dark spots

    [sOLVED] So i'm back with another problem :) Just finished unwrapping & i noticed these dark shadowy spots all over the model, which is making it impossible to texture. Has anybody had this problem before? i've googled & found nothing. http://img827.imageshack.us/img827/2259/darkspots.jpg [EDIT] Omg right it fixed its self :\ sorry & if anyones wondering i went into a clicking frenzy, went into edit poly & seleted MSmooth whacked ctrl-z & it magicaly fixed its self.
  3. Thanks guys managed to fix it :D http://img12.imageshack.us/img12/3750/fixedpa.jpg Just left with one more problem to figure out :\ in the sun it turns into a lightsabre hmm http://img819.imageshack.us/img819/1968/lightsabre.jpg [Edit] Apparently it was too clean for the game engine so i'v dulled it down :) the bowie nova is over.
  4. I've been reading through tutorials & faqs for 2days attempting to make my first model work ingame. I understand i have probably made a mistake while creating the mesh in 3dsmax but i just want to ask you guys if you know of any work around(fix) for this problem or whether i should just start again :( My bowie knife is showing up ingame, i used the original combatknife.nif & copyed over the bowie NiTriStripsData then changed the texture paths etc.. http://img338.imageshack.us/img338/8996/seethrough.th.jpg but its see-through in areas which was what happened in 3dsmax but i found this workaround http://img264.imageshack.us/img264/8996/seethrough.th.jpg Nifskope shows see-through too. http://img87.imageshack.us/img87/8996/seethrough.th.jpg Any ideas? Maybe something i can add to the nif file to emulate that 2-sided shader in 3dsmax? Or a way to fix it properly in 3ds?
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