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Matth85

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Everything posted by Matth85

  1. Checked your Active Effect to see if it's a effect from the shrine?
  2. The armor doesn't happen to have the same enchant as Ebony Mail? https://www.youtube.com/watch?v=iImGLXCidwU
  3. Welcome the newest addition to the family! Currently got no name. http://s2.postimg.org/cwbzy1q95/Claymore_Promo.jpg
  4. I think you are misinterpreting the word "convert". Converting means you take a model from game A and put it in game B. You have not made anything, just taken somebody elses work from one game to the other. That is not allowed. However, you can make it from scratch. Since by law an idea can not be copyrighted. The armor is an idea, and the design is not patended, so you can freely make a look-alike from scratch and put it wherever you want. Since that model is now yours, and unless Bethesda decides to patent all their designs, you are safe.
  5. Well, no.. and yes. I just don't get it. At what point does one go "aha! I got an idea that I have no skills to make happen, but I am probably the only individual with ideas! Since, you know, modders are idea-less creatures without creativity!" It just confuses me. Especially the ones who post a request, then never shows up again. What is the purpose? And how comes the ones requesting things done are always new people, with an average of 5 posts and with shabby english? It's like.... but.. I... you.. wha... urgh..... Everybody knows a request will never be done, and logic tells you that you should do it yourself, if you have a great idea. It's not like you need a lot of skills to make a shop. It takes 12 minutes to learn how to set it all up, an a day to do it. How is one not capable of doing that? hm......
  6. This confuses me slightly. It's the second time I hear that today. If a person asks for a mod, that person indirectly states "I got time to play Skyrim". If one got time to play Skyrim, and have ideas for mods, one got time to learn. Who knows, suddently you become like the rest of us -- spend their time modding instead of playing games. What I am really wondering, is if "i am not capable of making it" rather means "I have not tried, nor will I ever try, to make it myself". Now, don't take it wrong. I'm not trying to be a douch, just questioning the logic around here. There are so many "I got a mod idea!" around, and none will ever get done. Ever.
  7. Before anything else, let me explain a little concept for you: You are not a potential customer of buying 3ds max, or any other expensive top notch software. By that I mean, if you could not use the student version, or pirate it, you would simply not buy it. So, in the eye of Autodesks marketer, they have no interest in what you do with their software, since for them, it's only beneficial. You will never get a call from autodesk. Doesn't matter if you use a pirated student version, and you sell models to an AAA title game, and also claim you made 3ds max yourself. Fact is, you using the software is so much more beneficial for them than anything. If you one day started working as a modeller, and got asked "Okay, you can buy 1 software. Which one will it be?" You'll buy the one you have previously used, and suddently became a customer. Win-win. That said, whatever somebody does with your mesh, is their problem. If they use it in public without your permission, you can call a lawyer -- given you can prove it is your work. So if you make a model, put it as a mod, you are are not doing anything wrong. If somebody else takes those models and sells them -- well, they are in a world of hurt, and you got yourself a nice payday.
  8. That's the gist of it. Basically, when making a good texture, the difuse map is only a small portion of the work. It's the shine values that defines a good texture. You need to know how different material react to light, how they shine and how they reflect. For example metal and stone are actually quite similar. The only 2 things that differ the 2 textures is shine value, reflectiveness and that rock chips, whilst metal scratch. Cubemaps are more for show, really. It tells what is being reflected, so you can get some really interesting metal-looks without changing your base-texture! That's why you often see new modellers make models that look weird, or out of place. They might got the difuse map sorted out, but they do not know how different material react to light. An example on this is gold texture. From the get-go you might think it's a shiny, light, difuse texture. While in reality it is a very dark texture, with a high broad shine. Also, Skyrim uses _g maps. Glow maps. A black texture with color values. The color is what will glow. It's most noticeable in dark areas, since the specularity kills the glow when there are light in the area.
  9. You do realize the amount of work you are asking for, right? Which is why it will most likely never happen. Let's break it down: 6x followers 6x outfits 6x hairstyles 2x-4x more outfits. Now, add the fact about nobody around here can make models. You'd either need a proffesional artist, who could do this within a few weeks, or you'd have to deal with some new 3d artist spending the next year on it. Neither is going to happen though. Just sayin'. This is more work than it might seem.
  10. Change the cubemap to something like Shinycontrast_e.dds or Chrome_e.dds. Simply edit the cubemap inside nifskope, under your textures. Just edit the last part to either one of them. You could also change the specularity level, by looking under BSLightningShaderProperty and changing values such as Glossiness, Specular Strength and Environment Map scale. Specularity controls the amount of shine the texture gives. Everything shines somewhat. _M means environment, and also called reflection map. It controls the reflection. Metal reflects, wood or leather does not. Refelction maps tends to be the specuarity map, where non-reflective matter is blacked out, and then given a slight value boost. I am actually unsure if it is used in Skyrim or not. Nevertheless, a gloss map work together with the specularity. Wile speculrity controls how much something will shine, the gloss decides the value of the shine. So if you want a part to be very shiny, but also very concentrated, you could use a strong specularrity with a strong gloss map. Yes, I know the whole Speculrity map --> gloss map --> Environment/Reflection map -- Cube map thing is slightly confusing, but they all work together! Fabric got depth to it. There are 2 ways to do it: Find an image, grayscale it, play with values, turn to normal map, overlay on your other normals map. The other way is to paint values yourself. Some darker, some lighter, values. Give the eye something to look at. Then turn to normal map and overlay on top of your normals map. Same goes for the specularity. Leather shines slightly. It does not shine like plastic, or metal, but it does catch light at an uneven way. Keep doing what you do! Do your best, try youruself, and ask specific questions. It's easier to help people out when they know exactly what they need help with. Keep it up! Other than that: - Optimization. Always try to keep your models as clean as possible. - Darker colors. The difuse color should be slightly darker than you'd think, since the specularity will boost it. Best of luck!
  11. Everybody got the time to learn. It's all a matter of dedication, or priority. If you got time to play video games, you got time to learn something. I'm just saying. You won't find many 3d artist around the forum this late in the games life. Most won't return before a new Fallout/TES title is announced. And even then, most won't do requests. "If you want something done right, do it yourself" -- A solid philosophy to live by.
  12. Perhaps it is time to learn to do it yourself :thumbsup:
  13. Ah.. I see, I see. Okay, the alpha channel is pure white. That really doesn't work out too well. Rather, it should be a very light grey. The inner one should not have any NiAlphaproperty The treshold of the outer glass should be around 128ish. 255 means it's 100% transparant, and 0 means it will not use the alpha channel at all. 128 is more neutral in that regard, as it's 50% grey. Though if you have found a solution for it, it's all good. Since, well, there is a lot of things that could be fixed in this mesh/texture, but that's more for optimization sake.
  14. hm.... okay, okay. I can see a few problems as follow-ups, and a few solutions. 1) The inner mesh is not inverted. So no matter what you do, it will have the transparancy of the outer one. The normals woulld need to be flipped. That way the transparancy would only work on the outer glass, and the inner glass would be a solid color. 2) Set the threshold to 0, then check. If nothing works, set it to 255 and check. If that doesn't work, the alpha map is generally too strong. You'd have to edit the alpha channel, within the difuse map. You woduln't happen to have the .nif/.dds handy, or link me the download link to it? That way I could check it out myself. Baically, the game is rendering the inner part as transparant, or "see-through". This means if you look at it straight on, it got color, but at an angle, you see more of the background. The exact problem I am not sure, but it seem to be regarding the alpha channel. Especialy since the object is that see-through.
  15. Okay, for starter, this is my general wokflow when it comes to texturing: 1) I bake out a normals map and a specularity map. I use the normals map to create a Cavity. 2) I use the cavity and specularity as a "base" for the difuse. 3) I block in the colors I want. I choose a darker version of the color I want. So brownish for wood, grayish with a blue tint for metal. 4) I hand paint darker areas and lighter areas. Just to give the eyes something to look at. The values are slightly lighter, and darker, of the base color. 5) I add designs, if I want any. Such an engravings and what-not. 6) I get photos. Generally ones I have taken myself, or they are royalty free. I overlay them above everything, set their opacity down quite a lot, and play with some values. 7) I add a scratch/dirt pass. Some areas get more damaged than others. Overall, the difuse map(The color) is not too hard. The metalis especially "bland", since there is no reason to make metal hyper-detailed. It will be eaten by the specularity and reflection anyways. 8 For the specularity, I will take the difuse color map, grayscale it and play with values. Trying to get some interesting values popping. Dark means it will not shine, white means it will shine a lot. 9) Then, if I got metal, I will make the reflection map based off of the specularity map. I will black our any leather/wood areas, and lighten the map a tiny bit. 10) I take the metal overlay, and whatever details I have added, to a seperate layer, get some good contrast values going and I generate a normal map from it, which I overlay on top of my baked one. 11) done. So, taking it a step at a time, for the color map I would: Block out the colors --> detail each part individually --> overlay with images
  16. I'm going to guess it is because of the strong transparancy. Try opening the .nif file, go under the NiTriShape, then under BSLightningShaderProperty finally click on NiAlphaProperty. Now check the Block Details. Look for Treshold. The value of it should be between 0-255. If it is anything other than 128, try changing it to 128 and see if that helps. Other problems I can think off, is that the inner part also got a transparancy. That really doesn't work. If it does, delete the nIAlphaProperty from it.
  17. https://imageshack.com/i/nhfi71j Possible design for a weapon? Maybe.. maybe not. hm... Question: What kind of game props would people be interested in, for the modders resource pack? A new tileset? Some misc game assets? Decorative stuff? Dwemer stuff? Snow elf stuff? Other fantasy-genre stuff? Buildings? more vial designs? Current "asset" work: Imperial field training camp. http://postimg.org/image/bed03692n/ (Found the image from google.) Currently working on the base mesh. Debating wether to use in-game human model, or sculpt my own statue. hm....
  18. I am not going to texture for you, as you will never learn that way -- but I will offer to help you. First of all, I need to see the picture of the model and know how much you know when it comes to texturing.
  19. 1k-3k All the 8 weapons hold a total polycount of 13.6k
  20. Edit: Due to lack of interest, I am not going to work on mods, or make models for Skyrim. Sorry! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- http://s27.postimg.org/q1hru95rn/Weapon_Pack.png Hello everyone! Welcome to WIP model thread! I have started to make a lot of game-ready models lately. I have released a handful of them, mostly by request, as mods. However, I feel that is an extremely inefficient way of dealing with this. Hence I am going to make one, or possibly 2, model packs. Without further adieu: Matth's Weapon Pack. Current weapons: 9 Planned weapons: Unknown Newest weapon: Claymore http://s29.postimg.org/cfqh2vdyf/Scene.jpg From left to right: 1) Ceremonial Dagger. 2) Sting - Bow 3) Anghelm 4) Tiamat 5) Tribunal Spear 6) Wyrmblight 7) Katana 8 Great Axe 9) Claymore
  21. Updating the mod with a new texture. I am happy with the texture itself, although I am unsure how nifskope/the game engine is working with me. I will let the people decide. If the texture is not good enough, I'll do some more .nif tweaking. I really do hate working with nifskope. ugh.
  22. Its not that the texture isn't working, as much as it there is nothing for the eyes to look at. It looks boring because, well, you look at a single value. There is nothing that bounces your eyes around. I'll address that. Get some different stuff to give you something to look at. Some designs, different color values and some good contrast. Well, that's not all true either. Nifskope is annoying. The whole game engine smoothes out my models more than they are suppose to. Need to work around that.
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