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ghosu

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Posts posted by ghosu

  1. This is for hardcore players that worship the lore, avoid fast travel and wish a larger scaled map so they can walk 8 hours from one quest to the other. You know, those guys that sit in their house, a book in the one hand and a glass of wine in the other...ingame of course. Those, that uninstall the game when they die - cause once you are dead you never come back :laugh:
  2. Hi

     

    Well, if you add german tutorials as well (i guess there should be a few Germans around here):

     

     

    This is the first part, i guess i will make 4 (if there is a demand):

    1. Modelling

    2. Texturing

    3. Importing

    4. Misc (Blood effects and such stuff)

     

    English subtitles included.

     

    greetings

  3. Jeah that would be nice...i thought the same when i saw this episode of "Rome", when Marc Anthony returns to Egypt he wears those dual sheaths/swords. I find no image on google but they looked similar to this one:

     

    http://www.swordworld.com.au/Uploads/Images/catalogue-m-roman-eagle-gladius-1.jpg

     

    But the hilt and the eagle were made of ivory...they were only visible for a few seconds but looked pretty nice. The style reminded me of Castor Troy's dual pistols :D

     

    I guess if really no one is doing it atm i will give it a try asap...

  4. You just created a texture in Mudbox so you don't have to take care for the nif file.

    In Mudbox click on the paint layer and choose export, open it in PS and save it as .dds with the same name and folder-tree like the edited one.

     

    For example, if you extracted this file:

    textures.bsa => actors\horse\horse01.dds

     

    Then you have to save it in your Skyrim-Folder, like

    steamapps\Skyrim\data\textures\actors\horse\horse01.dds

     

    Same with the other files, they might have different folders (you have to create and place them there).

     

    See my first posting in this thread.

  5. Nope, i guess i know your mistake...you exported the whole nif as obj, including eyes, mane, tail, extra fur. You just have to click on the body (or the NiTriShape entry on the left) until those areas are marked...

     

    http://666kb.com/i/c0a1evhj77bmdgo99.jpg

     

    ... and then export as object.

  6. Is it the correct nif as shown on my image?

     

    Model: meshes\actors\horse\character assets\horse.nif

    Texture: textures\actors\horse\horse01.dds

     

    Cause mine works, my throat looks normal as well (or it is just a display error)...and i have no eyes there.

    Looks like the wrong mesh/texture combination.

  7. You changed the 3D model by using the sculpture tools or what?

    That won't work well, after a few edits you would f*ck up the model, you have to add more polygons to the model and replace the UV map but this is a larger thing to do...my infos were just for changing the texture ;)

  8. http://666kb.com/i/c09yjl12k5ii8ndfx.jpg

     

    You have to be in Paint Mode with a selected brush to show the paint layers (red circle)

     

    Some models might have a weird oriantation, go to SELECT/MOVE TOOLS and use the rotate function. Choose a different object material to get rid of unwanted shiny effects (both => green circle)

     

     

     

    As you see the mane and tail have got their own models/textures...

    I marked the used textures for you so you can find them.

     

    http://666kb.com/i/c09ywqg8v6jhaatvx.jpg

     

    If you want to edit those parts as well, just open the horse in NIFSkope, click on the tail or mane and export it as object, load it into Mudbox, extract the used texture, save as jpg/png and import it as paint layer...same way as with the horse model.

     

    Just use the .dds for the start, the _n and _sk ones are different maps...can explain them later.

     

     

     

    And just a little hint in Mudbox, use the mirror function (painting/projection/sculpting) to draw on 2 sides at the same time:

     

    http://666kb.com/i/c09zf0d1h4g1iykst.jpg

     

    greetings

  9. Np.

     

    Oh and regarding point 0) : Would be a bit silly to use the existing dds as stencil, so forget that point...just use any other reference picture you got.

     

    When you start to project the image onto the model he asks you to create a new paint layer...just use the size of the original dds (i guess it is 512x512) or higher ones should work as well...afaik the game supports up to 4096x4096, i use 1024x1024 for my models

     

    And always use high resolution reference images for a better quality. I would suggest to try out only minor changes and save them first...so you can see, if it works. Would be a waste of time if you spare hours just to end up with some kind of error.

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