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Aquery

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  1. http://www.nexusmods.com/skyrim/images/620381/? It's done. Kind of missed your post about the preferred handle though.
  2. Was this just some elaborate ruse to post boobs. Btw the answer to your question is physics.
  3. Ah darn guess that means I won't be working on Tina's. Wish ya luck on future projects and if you ever need a modeler and texturer give me a poke. I recently picked up Substance Painter 2 so would be perfect for that line of work.
  4. I've added and removed ambient sound to exterior cells by editing regions and weathers but I've never messed with interiors. So I don't know how to help you there but it might be a good place to start looking.
  5. There is really no average poly count here. I've seen from 30k to 60k+ tri weapons on here, granted they are going for quality not performance. But for what you're trying to do you could easily stick around 3 to 5k tri's and still get a great looking weapon.
  6. Your blaster is practically 90% cylinder so you could easily get a low poly count on it. I suggest 12 to 24 vert cylinders. If you want it to have attachments you need to seperate the stock and barrel from the receiver, the sights too if you have them. But nice work it's looking good so far.
  7. Ah and nice revolver rifle we have got to share ideas, I'm working on a revolver too. http://www.nexusmods.com/Images/1151/35467435-1468051323.png But ya I suggested the diag so you could get a higher texel on the blade and use a texel texture guide to keep all the texels an even size across the whole model. Idk that's just what I'd do. As to the nif problem, I noticed on the defualt .44 nif that it was better quality (more polys) than the _1file. I actually assumed it was for preview item ingame not the third person model. But I honestly have no clue why it's switching the nif out on you. Maybe you can give the two models color code textures and check them in game to make sure its a problem with mesh switching and not an animation problem.
  8. The size of the blade prohibits me from getting a respectable texel density compared to the other elements of the mesh. It simply wouldn't fit, unless I split the UV island in half. I'm using a 2:1 UV ratio so that I can have the entire blade lengthways, then pack everything else in underneath it with a similar relative island size. It's just good practice, otherwise the texture would look blurry on the blade That makes sense. Idk if this would help but have you tried aligning the blade length along the diagonal (half on each side of the cross section) and averaging the islands to get a higher texel?
  9. I don't get why you would want to map your UV's to only half of your texture. The only thing that does is reduce the overall quality of your texture, you're basically using a 4k texture to achieve 2k results. If you want higher quality you want to average your island size and fill as much of the square as you can. I'm still not sure exactly what you are trying to achieve here.
  10. There is plenty of other ways to export to nif from blender for example export as fbx and import it into Bodyslide then export as nif, works like a charm.
  11. I'd be happy to help. I've been working alot on exteriors and weather effects. Leave me alone with an empty space and I'll spend hours filling it with all kinds of things, love to make places aesthetic. However my real strenghts lie in modeling and texturing if they are needed I'll be happy to provide those too. But I'm no pro at importing said models and textures into the game yet. Being complety honest I want to help so I can learn how to work in a group environment and how to implement a project like this into the game. I'll pm you some of my work if you're interested.
  12. Wasn't there already a thread on this? Whatever I'm still working on this http://i.imgur.com/zs4wZ1q.png.
  13. Oh just a bunch of trolls, move along.
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