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ghosu

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Posts posted by ghosu

  1. Thx dude...well if i ever manage it to get it ingame :D

    Textures are np but i get some heavy errors trying import the mesh via nifskope. Will give it a try those days. I hope the models will work as well, since i never imported one there might be the one or other problem. We will see...

  2. Ah 2h, thought it is 1h.

     

    Nordic? Well hard to say...i guess it is he shape of the blade and the curved shape of the whole thing. Afaik this is not very nordic...most swords are straight ones when i check out google. The dragon itself looks very chinese, the inscription on the blade as well, when i think 'bout nordic dragon it's more like this:

     

    http://files.myopera.com/JohnWilliamGodward/blog/VikingsShipHead.jpg

    http://www.mysticgiftsandcharms.co.uk/images/products/fb4_sacreddragonamulet.jpg

    http://www.eriknelsonart.com/dragonboxdet.jpg

     

    But i would leave it this way, i like the style.

  3. And after a second look...the handle is really a bit too long, would make it shorter and maybe thicker. In my opinion not very nordic but it works.
  4. OMG i already see those people, that never use quick travel quit their job and spend the rest of their life to finish a single quest-line. And then, close to their death their last words will be: Yes, i lived an exciting live...i delivered 10 pelts to Rudkar...and i would do it again! :D
  5. Jeah, that looks nice. Me myself i would just add something to the area on the right..crossover scales and the plain area, but this can be solved with textures, would make em to look more organic and to round the sharp shapes as well. Is this zBrush or Mudbox? zBrush i guess...
  6. Hi

     

    EDIT: Damn, too slow...well i leave it anyway :D

     

    There are several tutorials about those matters on this board, check them out.

    As far as i know, i'll copy some stuff 'bout textures from my other posting:

     

    Textures:

     

    There are several texture maps for each model, for example the human head:

     

    http://f.666kb.com/i/bzeurxeyczkdq9ped.jpg

     

    For weapons there is the diffuse map with the skin on it, a normal map and i don't remember the last one...was some kind of bump map if i remember right. As you've already found out it is no big deal to change existing textures with Gimp or Photoshop.

     

    How to create them yourself? Well i can tell you how i do it...i use "Mudbox", that is an autodesk software to sculpt and texture models. For weapons you just have to get some images from a real weapon or materials, you can load your model, project the images over it and just use some kind of brush to copy them directly to the model. If you've got a perfect model of a weapon and an image from the side it only takes a few seconds to copy it 1:1, great software.

     

    From this texture you can create the other maps, there is a Photoshop plugin for normal maps used in weapon texturing. I haven't found anything good to replicate the maps for faces, i'm playing around with a tool called "crazybump" atm but here is a good thread 'bout this stuff:

    http://www.thenexusforums.com/index.php?/topic/476227-skyrim-nif-files-with-underscores/

     

    Blender:

    Took me a while to find a working combination with Python and PyFFI. This site list a version combination that should work: http://niftools.sourceforge.net/wiki/Blender

    If not, just use google...Blender, NIF, Python should bring up some sites with working combinations.

     

    Here is a thread 'bout NIFskope and the modified .xml:

    http://www.thenexusforums.com/index.php?/topic/469935-modding-skyrim-with-tessnip-and-nifskope/

     

    Oh and finally a very good thread with tutorials, that should answer most of your questions:

    http://www.thenexusforums.com/index.php?/topic/471428-modding-faq-how-to

     

    Hope i could help,

    greetings

  7. Hi

     

    Exactly, it simulates cloth...but i can use it in Skyrim as well, just have to freeze the animation and transform to a static mesh.

    Thx for your answer, jeah it's really a pitty that there is no C4D Plugin - i'm using Blender atm to convert to .nif

     

    greetings

  8. Hi

     

    Anyone around here that uses C4D for modeling? Weapons and random objects are np but i'm very interested in creating clothing and armor.

    So i played around with the cloth-tag, basic stuff, but i'm not sure if this is the best way to create such objects.

     

    This is my first test object. The tutorials on YT are mostly about the basic functions of the cloth-tag, so it would be nice if there is someone around here that uses C4D for such purposes and could talk about his workflow..

     

    http://f.666kb.com/i/bzj47hmfsqwdcy61d.jpg

     

    Thx & greetings

  9. Looks fine but is there no way to randomize it a bit? A shout everytime i swing my weapon would drive me crazy...would work better if there is more variation in it. 2 swings nothing, third comes with a shout, 3 swings nothing...shout - and so on. Same with phrases. Some random sound effects just while you walk around would be nice as well, something like coughing, like in RL. Or voices in your head..."Kill them...kill them all! Or at least the chicken."...omg, i've got to make such a mod :D
  10. Hello

     

    Well, i'm pretty new to this stuff as well but i guess i can help out with a few hints.

     

    Texturing:

     

    First of all you need to extract the texture files from the skyrim game data. You'll need a tool called "Fallout 3 Archive Utility".

    With this tool you can open the .bsa files in your Skyrim/Data folder and extract the .dds files.

    There are several bsa files, one for textures, one for 3D models and so on.

     

    Once extracted you just have to open the texture you want to edit. If you've got Photoshop you can open and edit them. I guess Gimp works as well.

    There are several maps for each modell, the standard head for example:

     

    http://f.666kb.com/i/bzeurxeyczkdq9ped.jpg

     

    You can use google to get some plugins or tools to create all those maps from your new texture, atm i'm just doing weapons so i only use a nvidia normal map plugin for Photoshop. I have to figure out how to create the correct maps for bodies atm, there is a nice thread 'bout those maps somewhere on the first pages.

     

    The way i texture modells:

    I extract the 3D models and textures with FO3 Archive Utility, meshs are .nif so i convert them to .obj using Nifskope (there are several threads around here with all needed plugins and xml files). I import the .obj file to Mudbox and transfer the project from a photo onto the model or draw them myself.

     

    http://f.666kb.com/i/bz5jrm10fcfm4qbvp.png

     

    http://f.666kb.com/i/bzey5eo3hej2enmc5.jpg

     

    Then i save this texture, create all needed maps and afterwards i save them in the Skyrim folder. You have to use the same folder-tree for each file as it is shown in the bsa file when using FO3 Archive Utility. For example:

     

    Khajiit/female/head=

    x:\Skyrim\Data\Textures\actors\character\khajiitfemale\femalehead.dds

     

    Same with all the other maps (filenames are listed in the human head image above).

    If you want to reset the changed textures you just have to delete those files.

     

    I picked out a few numbers for you, Dragonscale armor, tris:

     

    Helmet: 1140

    Body: 4942

    Gloves: 2520

    Boots: 984

    Daedric sword: 984

     

    So this is the way i do it, not perfect of course - i'm new to this stuff as well and have much to learn.

    But i try to help ;)

     

    greetings

  11. I've read a thousand different opinions...most say that perks like Armsman (that effect onehand weapons in general) effect daggers as well...but anenchantement like +20% onehand dmg doesn't work.

     

    The best way to test it would be to summon an astronach and count the hits (non critical of course), once without skills and once with 5/5 Armsman.Np with console commands or http://chrizel.github.com/skyrim/index.html#t/6/0,0,0,0,0,0,0,0

     

    Bladesman doensn't work - of course, daggers are not classified as swords.

     

    I would use daggers for sneak attacks and a set of swords for direct close combat, Katanas are pretty stylish for assassins as well. But i would prefer a mod for daggers and unarmed combat.

     

    greetings

  12. I was thinking about "pimped up dwemer stuff" as well when i was making those first sketches of a 2h hammer:

    Skyrim Mod Dwarven 2h hammer

     

    I like the idea, i would like rifles as well...no modern stuff of course, something like a M1 Garand but dwemer style or older modells :biggrin:

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