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Galacticat42

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Everything posted by Galacticat42

  1. New Title image! :wub: And new icon! What d'yall think? Old one: http://dl.dropbox.com/u/2647636/Dragonborn%20Legacy%20Icon.png Or new: http://dl.dropbox.com/u/2647636/Dragonborn%20Legacy%20Icon2.png
  2. Sure I can do a YT vid tomorrow... That doesn't look like GIMP v2 :huh: Your problem lies with step 11. 11. When you've reached a fair amount of objects horizontally, duplicate the layer, move it down accordingly. Next you want to go back to the original layer that hasn't moved, turn off your sight of the duplicated layer (the eyeball icon) and use the magic wand tool to select everything BUT the objects. You'll then want to go to select -> invert and then turn your sight for the duplicated layer on and change the layer you're editing to the duplicated one. Press delete and merge the layers. Repeat this step until the object pattern covers the image. To break it down: A. Duplicate original layer A. B. Move duplicated layer B into position C. Remove vision from layer B D. Select 'Wand Tool' E. Make layer A your focus F. Click anywhere but where the objects are in layer A to select background G. Go to Select -> Inverse H. Turn on layer B visibility I. Make layer B your focus J. Press 'Delete' key K. Merge layers L. Repeat from stage A until the workspace is filled.
  3. I have a Radeon HD 6530D which has an accumulative vram of 2gb (1 dedicated & 1 shared) and no matter what I do, my game easily loses 20-30 fps when a d3d9.dll is even detected. Your best bet is just to use Dynavision + Imaginator + URWL which gives all the effects of an ENB without ANY performance loss.
  4. It's not cumbersome at ALL. :thumbsup: For the jagged crown NPC, they simply copy the outfit of another NPC and add the hat then rename the outfit. Apply the new outfit to the NPC. Done.
  5. I streamline my Skyrim game everytime I start it. With the Process Manager I make Skyrim use ONLY the 3rd and 4th cores (Since it can only use 2 cores) and sets its priority to realtime. This in addition to the 12.6 update and I've had an awe-inspiring experience. Texture sizes aren't a problem and neither are shadowmap sizes anymore. In accordance to PassMark, your 6750 is supposedly 2x as powerful as my 6530D. So if you're having that low FPS, delete all ENB files - especially d3d9.dll
  6. Ever since 'Politically Correct' threw away Merry Christmas in favor of Happy Holidays, I say screw being Politically Correct. Nothing but bureaucracies having nothing better to do than to mess with cultural semantics. :wallbash: Aside from that I think it's awesome. Hell look at the Warcraft Nightelves which is 100% skimpily dressed female guards: it's all culture.
  7. @3ukalipto Following the tutorial at all?
  8. 'Cuz they want to get to the other side of the road? :biggrin: Seriously though, manakins are actors too, but they have a script that makes them stop moving that only triggers when you enter the room which is then cached so they don't move again until you exit the game. I think there's a mod out that changes the code so they never move even without the player's presence.
  9. Well there's one nasty solution to delete the perch marker, the other to get rid of the keyword (I think it's keyword based) that allows them to use the script to use the perches.
  10. For the outfit, just make your own outfit. Go to items -> Outfit, right click, new, then go to armor and drag 'n' drop your armor items, name your outfit, go back to your character and apply the new outfit.
  11. Eye of the beholder really. What we find not attractive might not be the case for dragons. Either way, I love the way this one looks. :) Going to have one hell of a battle facing that thing. Indeed, as I said earlier is that the Matrairchs are not meant for visual beauty as dragons do not have sexual orientations, but temporal beauty such that she is immortal and cannot die other than by the hands of Akatosh's children. She never stops producing save when hibernating. Also, I've made a tutorial thread for 3ukalipto to texture, rig, and import.
  12. 22. Make sure to save what you have as a png. Thanks to 3ukalipto for the Matriarch mesh which I'll be featuring in my mod. 1. Set up the texture that you will be using. I prefer using sculptris to paint textures. Click on the textures box in the upper left and look for the texture you just made from the previous section of this tutorial. When you have both the brush and the texture set to your art. (Should be saved as a PNG by the way :whistling:) you can get to work. Note: The best way of painting is to dab and try and match up the ghost brush (what surrounds your mouse when you hover over the mesh) with what you've already painted on and make sure to dab enough times for a solid color. Note: Although you may try and cover up all the artifacts you make, keep in mind that 80% of the people who see your work will not see the imperfections. In this last pic you can see two different conflicting scales from different dab strokes which I'll cover up later, but the artifacts from the brush that will be covering that up should be less noticeable. Point is to not drive yourself crazy over these imperfections as they're inevitable (Even AAA games have UV imperfections, you just gotta look hard enough!). Your best bet is to make the best looking mistake and make it look like it was deliberately imperfect for realism's sake.
  13. First off, I'm doing this guide for 3ukalipto, but thought that others would like to see it. I will be constantly updating this thread according to his development. Texturing Programs needed: (google them if necessary) Gimp or Photoshop Crazybump 3DsMax (Student Edition is free) 3D paint tool (Zbrush, Sculptris, Mudbox) 1. Alright first thing - if you don't have photoshop, get GIMP. It's similar yet free - I prefer GIMP as I've used it for ~ 5 years now and am familiar with it. 2. After opening it up, create a basic sized image - 640x400 works fine. 3. Choose the bucket tool and pick the main color theme of your texture - spill the paint onto the background. 4. I like to go back to the model and stare at it for roughly 5 minutes to figure out what sort of basic skin color and layout I want it to have. 5. Create a new layer in Gimp/Photoshop for every little thing you want. When you're finished, re-organize them to make them look more natural. i.e. Dirt goes on top of scars on top of scale texture on top of scale color on top of scales outline on top of theme color (was background). 6. Next pick a randomized pattern - any randomized image from the filters list and play around with them. 7. When you have a nice pattern down, use the erase tool at 50% opacity with the faded circle brush and continue erasing the entire image until you have a nice diffuse shader overlay to give the image a nice un-patterned yet realistic looking imperfection. 8. Create an extra layer for the blueprint of any objects you will have. Using the Elipse and rectangle select tools, you can make a blueprint object by adding onto the selection using shift or removing from the selection using control (command on Mac). 9. When satisfied, begin using the paint tool with the faded circle brush at 25% opacity to texture the individual object. Note: Use the shift key to make perfectly straight lines for an embossed look. 10. Deselect the object and duplicate the layer. Use the move tool to orient the second object near to the first one. When done, merge the layers and repeat this step. Note: Use the directional keys when the move tool is selected to move the object in the four cardinal directions while using shift to move more at a time and control to move less at a time. 11. When you've reached a fair amount of objects horizontally, duplicate the layer, move it down accordingly. Next you want to go back to the original layer that hasn't moved, turn off your sight of the duplicated layer (the eyeball icon) and use the magic wand tool to select everything BUT the objects. You'll then want to go to select -> invert and then turn your sight for the duplicated layer on and change the layer you're editing to the duplicated one. Press delete and merge the layers. Repeat this step until the object pattern covers the image. Note: I prefer to keep the blueprint layer and the outline layer separate until I know I'm finished; this way if I make a mistake I can go back to the blueprint layer and start again. (Not shown here) 12. Now that we're here, we must think about the model and how this texture will fit on it. So as an easy test and sneak-peek, save what you have as a png and open up crazybump, load the image and play around. 13. This looks great, except we want it to look more like organic scales instead of scalemail. So we need a shader on the scales to make them pop out more at the bottom. 14. Save your WIP file as a XCF or PSD for Gimp and Photoshop respectively and drop and drag the png version from your file to the workspace to automatically add a new working layer. 15. On the new working layer, use the burn tool on the shadows option over the entire image. Next use the dodge tool on the highlights option over just the tips of each scale, going in an upward direction. Save the png and look again. 16. This looks much better and much less predictable. Since my scaly skin texture is suppose to have a fiery golden look, I put the layer through brightness/contrast. 17. Next we'll make the swirly colors to add life to the final product. On the colors layer, add a new randomized cloud image. Go to colorize and pick a color you like. 18. Go to Color Balance and mess around with the 3 color sliders on the 3 shader types until you have something that looks awesome. Next, go to difference clouds and put down a few renders of that on the same layer (I did 6) and use Color Balance again to get the original color scheme. Note: Make sure to press the button 'New Seed' each time or the picture will just be toggled. 19. Now that you have a nice color scheme, bring the object outline layer just above the color layer. Next add a white mask to the color layer, go to the outline layer, select all, copy, go to the mask layer and paste. 20. To get the colors just right, I inverted the mask color and messed with the brightness/contrast filter. 21. Lastly use Color to Alpha on the color black on the color layer.
  14. Just thought I'd shout out to other AMD Radeon HD users that AMD just put out 12.6 BETA driver update. If you're having troubles like me where your computer is powerful enough to supposedly run Skyrim on ultra with no lag or stutter/fps drop but barely runs on high with roughly 20fps, then the update is for you. Once I updated the driver, I've had a smooth 60 fps with no drops and a custom ini with better-than-ultra settings. However, I still have problems using ENB, but nothing that Dynavision/Imaginator/URWL can't fix. System Specs: AMD 2.4 Ghz quadcore CPU AMD Radeon HD 6530D GPU (although integrated, acts like a chip (1gb dedicated vram + 1gb shared vram)) 12 GB DDR3 RAM Catalyst Driver 12.6
  15. New screenies would attract a large amount of attention toward your mod.
  16. Behold 3ukalipto's epic model talents! http://img444.imageshack.us/img444/3725/prefinal.png http://img52.imageshack.us/img52/5567/wholebody.png
  17. Haven't checked this thread in a while - but would this mod be compatible with Belua Sanguinare?
  18. @Ulfr Heh, yea I'm using an alternate start mod just to keep off the main quest.
  19. Okay, so due to the fact that all of Bethsoft's dungeon mesh sets are directed more toward human/dragon sized creatures and not anything the size of a Matriarch, the chasm I put together a while ago isn't looking all that great. As a result I'm making a new rock mesh specifically for the chasm. I'm trying to get it to blend in with the CaveG mesh set - tell me what yall think of its textures so far.
  20. Excellent! You can go over to our forums, sign up on the thread 'Joining Our Team?' in the general discussion subforum and I'll add ya so you can begin work on dialogue - Hippeus faded away, said he'd be back and I've no idea when that'll be. Right now the story line itself is a first rendition so any and all changes to it will be welcome for review. We do have the character personalities/motives down though and think we should stick to it (Hippeus did a great job with them). I do have a WIP story outline for the first quest and am contemplating on changing the ending to be more update-friendly (currently it just stops with the player in the middle of an exploration scene) so the first order of business would be to do an overhaul of the storyline but keeping the same feel that we've been attempting to portray. EDIT: I just gave myself an idea for the ending of the 1st chapter.
  21. For teeth, just the usual dragon teeth.
  22. Alright, since the CK is working again (apparently Beth gave a hotfix a few days ago) I'm gunna finish up the armors, put them in game, make a release then catch up to where my last WIP esp was at. When that's done I'll make another release and begin on some plate leggings.
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