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Posts
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Posts posted by DiGiTALZOMBiE
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Good point OP, resizing from a super large document to 512 or 256 often causes unwanted artifacts in the texure. A range of sizes should be produced to suit all system needs :]
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Awesome idea, lol really fancy taking you up on this one :thumbsup:
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Awesome request! i really love the idea! i'm working on a war mammoth atm but will certainly keep this in mind :thumbsup:
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Sorry, it posted twice for some reason
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No images :]
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Hmm...I noticed that the mod with Conan's sword had also disappeared rather mysteriously. Luckily, I grabbed both awhile ago.
Conans sword was somebody elses texture and model, the Skyrim modder did not get permission to reupload the file or convert it for use so Nexus took it down
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I don't think spoken phrases would work that well, it kinda takes away from the players immersion level especially with this type of game...plus shouting come on you coward to a mud crab seems a bit out of place :D good work! I'm happy to help you test it out if you need a fresh pair of ears :thumbsup:
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I use dual boot although I needed this already for my 3D work, i also dropbox my saves folder so i can play Skyrim on anyones pc....hehehehe :thumbsup:
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Hey :] thanks for the feature :biggrin:
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Hey, some really great concepts there, i especially like way of the coin also. Ill keep a watch and see how this progresses :thumbsup: Good use of images :] a quick sketch really helps to illustrate your ideas and get your point across.
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I use 3DS max but the same idea applies to whatever 3D software your using.(For max) firstly I downloaded the niftools pluggin so max could open the file type, then I extract the mesh from Skyrim using FOMM, open the .nif in max, apply a UV Unwrap modifier, hit edit and there are your UV's.
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I was thinking about editing the armour mesh in max, if i attach the armour to a fur trim mesh then they share the same texture sheet so I dont think thats the best option unless i do a total repaint. I'm brand new to tes modding so have no idea how to get the engine to reference the fur trim as a separate object and apply it to your armour selection, or even if this is possible without the CK. Are there any posts about on mixing and matching clothing parts?
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If i create the art for this mod is anyone willing to assist me in getting the content to work in game?
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Nice idea, love Blood and Sand :] has this model already been made?
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For a copyright reasons he got banned from Nexus, real shame as I like the sword. I was going to offer to hand paint his diffuse for that particular model to keep it more in line with Skyrims art style, i might still do it as a personal project. The original poster was a guy called utilizer over at http://forums.bethsoft.com. Drop him a message, 1.5 was his last ever update
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Such a useful thread, my thanks to the OP :thumbsup:
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here is a export as obj
http://www.mediafire.com/?24b1lxepkc0gx88
my main questions are stated in the first post, additional i want say that i want use the same mesh for evry potion since my opinion is that a better potion is better mixed/brew not a bigger container (like it is now) ,
The only things that will change is the texture for the "fluid" mesh and other labels (to come).
i will make a second mesh for poisons
Ill take a look later on today and PM you, I'm on a bit of a deadline with 3D work currently but I'm more than happy to help you out. :D
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Not everyone has blender installed, prob best to export it as an OBJ :)
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Plus, for some reason, console gamers are prepared to fork over far more cash for their games than PC gamers are.
For online purchases It's called microsoft points, great little system where you can alter the value of anything at anytime and nobody notices :thumbsup:
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Thats what I did, the 4gb exe doesn't even need to be in the same folder as all your other Skyrim data. I found it really simple to use :)
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Thanks for the share :]
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Yeah the niftools code is open for developers and contributors, however the Maya plugin and the Blender plugin are separate plugins pretty much entirely, you will have to develope animation support for the Maya plugin yourself. It is getting some work done on it, you would be wise to visit the niftools forums in the maya development section to see the current status and ask any questions there.
Ah, I thought we talked about animation support that already existed for previous versions of Maya. Will take a look at the niftools forum later. Thanks for all the great tips :)
If your after more relevant info to your question open it up as a topic here on the forum and see what other ideas are out there. The community here is really helpful :thumbsup:
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Thanks for the useful contribution Ghogiel :)
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@DiGiTALZOMBiE I tried using XNormal to make UV's and Normal maps, but I found it's better to unwrap the UV Map in blender. XNormal is too complicated for me to work with, so I stick to blender. Also, if you work in Maya 2012 you won't be able to export animations to nif, the plugin doesn't support that.
I unwrap as I model its much quicker, I create the cage using max or maya then bake using Xnormal. Sorry to hear your having issues as it gives some excellent results

Mods we'd download without a second thought
in Mod Ideas
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