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Matth85

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Everything posted by Matth85

  1. I.... You.... but.... I came here with a reply, but Lachdonin kind of summed it up nicely. I feel the Morrowind praise is too much. Daggerfall was a superior game as a RPG.I willp never forget that one dungeon I spent 4 hours in. Yes, I mean 4 hours. The min/Max potential, the feel of adventure and the scope of the world was.. immense and magnificent. I know Morrowind managed to hit s generstion of gamers, and people still claim it as the best. But that\s all subjective. I know Oblivion was a bad game, looking at it without my nostalgic glasses. At the same time it is my faovurite. Just as Morrowind hit the nostalgic button of many: The game didn`t offer anything remarkable other than going from 2d to 3d, and sacrificing the majority of RPG elements from Daggerfall.
  2. Let me try to explain again. This time on my computer, and not on my phone! In short, we got 4 maps to decide shine and reflection. Specular maps - tells the engine how strong a shine is going to be. I.E. flash a light source on wood, and it bounces off light rather faintly. Do it on Steel, and it bounces a lot stronger. Gloss map - Not used in Skyrim, as we use a less flexible solution for it. Anyways: It tells the engine how wide, or sharp, the shine from the specular is going to be. I.E. Light source on Steel is sharp, but on plastic it is matte. Environment map - also refered to as "reflection map", as it's sole purpose is to fake a reflection. It tells the engine how much of a cubemap it will reflect. So it doesn't actually reflect its surrounding. A good example of this is Watch Dogs, and the famous mirror reflection. http://i.imgur.com/T3leCeT.jpg Cube map - a map made up as a cube, and is used by the environment map to fake reflection. So to answer you: You do not need a cubemap if you don't use an environment map. Which you don't need unless you want a reflection. I am unsure if having a cube map together with a specular map got any great effect, as that shine will upate upon the real time environment. So it might be void to do.
  3. " Cubemaps help render specular lights on armors, metal pieces, eyes, etc. - you need them." Not quite. Cubemap is the map reflected by your reflection/environment map. It's not needed unless you want a reflection, or got a strong specularity map( at which your model takes the hue of the cubemap as a tint. A cubemap got nothing to do with reflection or rendering. The specular map ( and gloss map, which Skyrim does not utilize) and environment/reflection map does that.
  4. Normals and AO, yes. - Go under your UVWs. Right click - render UVW template Or click on tools - Render UVW template - set width and Height. - I also set "seam edges" to white. Get it into Photoshop/GIMP and invert it. Set it to multiply as well. Then you're good to go!
  5. You make the diffuse yourself. On top of the UVW. http://cgi.tutsplus.com/tutorials/how-to-bake-a-flawless-normal-map-in-3ds-max--cg-925 Other than that, texturing is all practice. Develope your own workflow, your own techniques and just keep at it.
  6. Red means ray missed. Do you got a high poly model? If so, is it placed on top of the low poly one? If nothing else, just tick of the "Ray Miss Check" box. Also, for models like this, I recommend Xnormal. Actually, I recommend Xnormal regardless of model. It's normal map algorithm is superior to the one 3ds max come with.
  7. This depend on the model. In this case, the sword. When thinking about polycount there is a couple of question you got to ask yourself. Also, remember the game works in triangles. So if you got a model at 1k pure quads, it will be 2k triangles. Which is the real polycount. This is just how game engines work. If you really want to optimize things, you can triangulate it yourself, saving triangles where you can and deciding the flow of the shading. This, however, is not recommended unless you plan to make a model without a normals map or a specular map. First of, ask yourself: - How many of this model will be at the screen at once? - How important is this? - How close up will the player be to the model? - How am I going to texture it? - Is this for next gen, or made for a potato(Read: old pc, with the same specs as Xbox 360 or PS3. Which his about as much power as my Phone got, or a potato.) - Do I want to keep true to Skyrim/the game, or do I want better quality? When you have answered that, here is a quick outline of what I do: - Unique model. Very important. Player will study it close. 2k textures. Next gen game. -- Can easily push a model up to 10k tris. I try to aim at 3k-5k though, but I have no problems hitting 10k Tris in the end. - Non unique model. Not important. Player doesn't care. 512 normal, 1024 difuse textures. For Skyrim quality. -- I aim for around 1k-3k tris here. Just in case the player feels like spawning a gazillion mobs using this weapon, I don't want their potato(read: computer) to blow up. - Non unique model. Not important at all. Nobody cares that it exist. 512 texture set. Potato quality. -- 1k polygons.(1k-2k triangles). The lowest I have gone is 300 polygons, the highest is 2.5k triangles. Aiming for about 1k. For reference: In Oblivion we worked with a polycount of 1k-3k. At rare occasions we went to 5k. Oblivion was released in 2006. That is 8 years of technological progression. We could easily make weapons at a triangle count of 10k-20k to high-end computers. That said, I can't think of a single weapon model that would require that kind of polycount. So, unless you go berserk with polygons, it isn't a problem. Keep it under 5-6k for uniques and 3k for non-uniques, and even phones can use them without stressing the system. EDIT: I wrote the first reply as I woke up, on my phone. Re-did it as I got on my computer ;)
  8. Short answer: Practice. Develope your own workflow. Even shorter answer: For general texture theory. Very good! Deep sea creature workflow Shows some polypainting action. Real solid stuff! Disclaimer: None of those videos are mine. The one from Racer is just legendary, and a classic for any hard surface modeller(But he goes into real texturing theory, which applies to everything). The deep sea creature i just found by youtubing "creature texturing". /shrug I don't think I am at a texture-quality to write texturing guides just yet ;)
  9. To answer your question: https://www.google.no/webhp?sourceid=chrome-instant&rlz=1C1GIWA_enNO607NO607&ion=1&espv=2&ie=UTF-8#q=skyrim+custom+bow+rigging It's awkward, but not really difficult. It takes some time to get used to reigging, and to work with Nifskope. Youtube and google is your friend here! Since I am unsure of your skill level, I will retain from saying too much regarding your current model. I will, however say, it's a good start! Keep at it!
  10. Solid quality stuff here! Really digging it. :thumbsup:
  11. -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --Well. There is a few problems right off the bat here, which I would like to adress to you. Just so you are aware of them. Okay? Neat. Problem 1) You are asking for a team of about 6-7 people. That will not happen. Problem 2) You are asking for every skillset there is. From environment modelling to scripting. I don't believe there are enough people left to fill these spots for you. Problem 3) What exactly would your contribution be? And don't say "my idea!". Ideas are useless -- We are modders and gamers. We all got vivid fantasy and good ideas. Ideas is not a rare commodity around here. Problem 4) What exactly are you trying to make? We are sitting in the blind. With the 5-6 big projects going on now, yours doesn't do a good job to grab interest. Sorry! Problem 5) What have you done so far? Again, don't tell me "I got an idea!" and don't tell me "I have written stuff!". if nothing is done, why should anybody join you over, say, Beyond Skyrim or any other projects currently going on? Basically, you need to look at this as you would in real life. You want a project started, and need people? Well, you need to make other think what you got is a good idea, and you need to ensure them this will be a break through and not die out half way through. I mean, would you invest your lifesaving into a business, by a stranger, with little to no information? No, you would not. Neither will any modders help a project with little to no information. Time is more valuable than money, and nobody wants to waste it. My suggestions to you: 1) Flush out your idea. If you can, get some concept drawn. If you can't, muck something together in the CK. 2) Flush out your skillset. "Moderate skill" in the CK? It takes 5 minutes to reach moderate skill with the CK. That won't do. You are telling us your skillset is average at best -- nobody liked average. Script, level design, concept art, modelling, etc. Are all valid skillsets. You don't need to be an expert at it, but you need to be good at something. Let me use an example: The project manager of Beyond Skyrim: Cyrodiil. His skillset in the CK is above average, but that's not his strong side -- he managed the whole project, merged and managed the Git and overall makes everything flow. While there are plenty of individuals better than him in any single art, he knows something about everything and pulls the web together. à la: You need to contribute at equal, or above, the level of each member of your group. Just as the real world, the one leading needs be the one pulling the web. Nobody follows somebody who isn't pulling his own weight. 3) Have something to show. You can do a lot of work without other people. Start with that. Develop the world space, the landscape, add placeholders, etc. Then show us what you got. If it looks good, you get help. These people will eventually perfect what you have started, or add more to it. That is how it works. 4) Grammar. I know, the grammar Nazis are mean people. However, when you ask for help it really does help to write in neat and clear English. Note, I am not speaking of perfect English. I am speaking of clear English. Capitalize the I's, sentence structure, commas, etc. Just to make it all look professional! 5) Fake it 'till you make it. A golden rule if you want to achieve something. Make your post look good, show us something, build up interest and, most importantly, don't start with "I'm new to modding". It does throw off potential helpers! Example of topics that works. Take a look at them and take notes!: TESV:Skyrim; The Shivering Isles! - While not the most interesting layout, it got what is needed. Solid language, some color, progress images, flushed out concept and is written to draw in potential modders. Veritas - It got a header, a trailer and is pretty clear. Some color could be nice, but it works! Awake: The Rise of Mannimarco - It got a trailer, a superb team, it is short and precise. It builds up attention pretty quick. I could go on, but you see the red thread here -- They got something to show, they grab your attention somehow and the authors/Project leads pull their own weight and then some.
  12. It's a mod. All the asset are custom made. It has no link to Oblivion. Not story, nor content. The first part, Bruma, will be released some time soon. Cyrodiil as a whole will be released when it is finished. It will take a while, but that's how it goes.
  13. I'd recommend focusing on specific skillsets one at a time, regarding your concept art! There are a plateau of skills you need to draw good, and tackling them all at once is hard. First of: Learn line drawings. Sketching is stress free, easy and powerful. Then think about gray-scale shading. Finally coloring. From that point you can decide what path you go: Line drawing sketches, or silhouette-->shading paintings. Both works well, and is all individual. Best of luck! Matth
  14. A picture, concept or idea would be good. Also explaining the reasoning and purpose of the model would be good. I mean, making a 3d model isn't a snap with the finger. There are multiple skill sets, and not everybody got them all covered. Is this a: - Environment model? A tileset? A house? Landscape? - A game prop? A weapon? A misc object? - Is it animated? Is the texture animated? - Is this a character? A creature? An armor set? If the request isn't too huge, I bet there are some new modellers up and about willing to do it! But you won't get interest not explaining what you need! Best of luck! Matth
  15. Indeed I did. The minion cleaver, and also the dragon axe, were not part of the BS project. All models I made for them I have sent over, and I am not going to touch, as per agreement with 1Shoed.
  16. It's not a question of "If they can, why can't i?". It's very simple: You can not make a mod, and upload it, if it contains things from previous Bethesda games. As stated in their EULA, which you might consider reading if you plan to mod.
  17. Some anatomy practice yesterday. I need more work on the legs and arms, for sure! The eye sockets/eye lids are also.. weird. Otherwise I feel I am getting the hang of the male anatomy! I will also get going on finishing the Minion Cleaver this week. I got some time from tomorrow off untill next monday!
  18. Nexus got a strong community because of their solid work banning people. You might not have noticed it, but the ovrall modding community changed when Skyrim came. We got all sorts of new kind of people in. Not for the better, in my opinion. We need a system that protects our work, and integrity, from entitled people. I assure you, if the rules were lighter, you'd have almost no decent modders left. They would all be driven away by theft, flaming, trolling, bashing and mod users demanding. Good modders does not make a strong community; A strong community makes good modders.
  19. This depends on personal skills, and the end goal. It's too broad of a question to answer. But, yes. Armor is ten times as challenging, requires more knowledge and a lot more can go wrong. Weapons is more my speciality, so I can answer on that. Basic weapon, I.E: https://imageshack.com/i/n12un8p . Will take me approximately 13 hours from start to complete. A more important/detailed weapon, I.E: https://imageshack.com/i/knBpb9uap . Will take me about 20 hours from start to complete. Armor, I.E: https://imageshack.com/i/ex0M4hofp . Will take me about a week, to two, to complete. It does depend, though. The detail of a model doesn't directly translate into more time spent on it. A 2 handed battleaxe took me nearly 20 hours to finish up, albeit being very simple in terms of design. Now, this is all my estimates. There are people doing things faster, and people doing things slower. Some people sculpt, some don't. Some spend ages texturing, some magically gets it to work quickly. I once talked to a modeller in the industry. His name escapes me now. This was quite a few years ago. He told me a few things about the industry and how proffesionals works. There are 3 kinds of models. Quick, Normal, and hero models (His words, not mine). Normal models are given 2 work days to finish. Quick models are given a few hours to half a work day (I.E. A barrel, a crate, etc) and hero models are given 1 week in work days (A hero model is a model that takes the attention of the player, and is going to be inspected closely. I.E. A unique weapon, an important statue, character). I can also break it down for you, in case you wonder. This is my workflow, remember, and it is specific for weapons/game props. Base mesh: 30 min. Sculpt: 1-3 hours Retopology: 1- 3 hours UVW : 10min - 1 hour Baking: depending on map size. 2k maps take an hour or 2, 4k takes 6-8 hours. Texturing: 1-3 hours Tweaking for the Skyrim engine: 1 hour And for some self-promotion: took me exactly 100 minutes to sculpt. I would then count about.. eh.. 4 hours to complete it.
  20. Still going strong. The forum is hosted at Darkcreations.org. There is also a facebook page. Check 'em out!
  21. I don't think we'd ever see a engine we could use. It would not make sense in a business-kind of way, nor would it make sense in general. For that Bethesda needs 100% copyright over all their content. They don't. They would also need an engine of their own. Which they don't got. It would also give them huge problems, as modders would rip their work left and right, and soon you'd have custom indie games made on their engine without their permission. The fact we get a modding tool and this much power to mod is insane to start with. The freedom we got here is amazing. What we should ask for is not the ability to mod the engine, but an engine not made for static sandbox games. Rather a new engine, made to fit the games Bethesda makes. Above that, we could ask for more control within the engine, to change certain hard-coded things. Perhaps even an easier way to edit the UI. In the end of the way, we can't ask for anything, we can't do anything and we should, and we are, plenty happy with what we go! Matth
  22. Well, I wrote a lot of things here.. then the browser decided to mock up. All gone. So, here is the short version: - Choose your goal. Modding, and game developement in general, star off the same, but splits up very quickly. - Choose your skillset. Modelling? Quest making/writing? Scripting? Now, you mention armor. Aka. 3d modelling within character design. This is one of the most challenging aspect of 3d art, in my opinion, as it requires knowledge of: 1) Male anatomy 2) Female anatomy 3) Different fabric 4) How folds crease 5) Rigging When it comes to 3d, here are my tips as a 3d artist: 1) Start small. No need to rush things. 2) Build the base before anything else. Sure, you want to jump into making armors. Just.. stop there. Take a breather. Start slow. 3) First you need to learn how to model low poly, then learn how to make clean topology. From there you can think about high poly modelling. Whether it be sculpting or adding control lines for turbosmooth/subdivide modelling. Then move on to retopology, UVW unwrapping and baking out maps. Finally texturing, rigging and exporting is up. 4) Before doing armor, I would recommend you learn to make good looking humans in general. This means anatomical correct models of both male and female. This means your armor will go from "It looks OK", to "Daaaamn". Find your goal. Map the road. Find out which skills you will need. Ask for help if needed, youtube/google when you can. You'll reach it eventually! And don't forget to have fun doing it! Matth
  23. It's not quite as simple as that. To keep it short: 1) We don't got the source code. To get the source code, we would need to buy the license to the engine. That would be about.. 200k USD. Not to mention buying the Skyrim version of it, and be allowed to do it. 2) You'd need plenty of good programmers. I don't speak scripting-level coding, I speak C, C++ and whatever other language is used. 3) Skyrim uses the "creation engine", which is just an editted version of the Gambryo engine, which is ancient. Nobody likes it by now. 4) We all hope Bethesda is making their own engine soon. They got the capital, they got the manpower and they got the time. 5) Bethesda wouldn't allow it. To put it in perspective: We barely got plugins for 3d softwares to export out files, and Nifskope, the tool we use to work models into the engine, is confusing beyond word. There are maybe 2-3 coders around the globe working on that. For an engine, beyond the cost of it and all that, we'd need around 20 of these coders at an even better level of skill. Which is not easy, unless you have a master in coding/computer science.
  24. http://forums.nexusmods.com/index.php?/topic/377405-porting-content-from-other-games/ Read that. Porting between Bethesda games are also not allowed, and as such, we can't do it. You can do it yourself, for yourself and not upload it -- but that is as far as you can go.
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