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Aquery

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Everything posted by Aquery

  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.
  14. I thought they called those enthusiast... phhaha
  15. Wow DD this was taking down within the first few minutes you posted it. I think someone has a crush on you, glad its back up.
  16. Some of the sounds tracks are actually from the first 2 fallouts if that means anything to you guys. I love em.
  17. No this is not mutually exclusive to you I've had the same thing happen to me on a vanilla game. It was only happening to one object (a highway section) but It seemed to go away after a few saves. Creating a brand new character seemed to also fix it so it just might have something to do with saves.
  18. Thanks TeamBacon I'll have another look at Zbrush sounds like they have come a long way. BTW is your name in anyway related to Planetside 2 "Squad Beacon" aka "Squad Bacon!".
  19. Ya, basicly with the edge split modifier active it does the same thing as the Auto Smooth just it actually splits those edges when it's applied. So with an angle of 0 it the same thing as flat shading and every edge in your mesh will be split not exactly what you want. Basicly you want to adjust the angle to a point where almost all the edges you want sharp are sharp and all the edges you want soft are soft. If a few of those edges are not acting like you want thats ok the majority of the work is done you just have to go in and split or merge the offending edges depending on what you want. Easiest way to check what is split and what is not is to select a vert on a section of your mesh and hit "L" that will select the island that that vert is connected to.
  20. You're right I haven't kept up with ZBrush (don't use it) but I'm glad to hear that it got a retopo tool. Still brings some things to mind like how good is it, does it make great low poly meshes for animations or do you still have to do some manual tweaking? For hard surfaces it shouldn't matter all the much but for organics it might be a big pain. Also can it do accurate hard surfaces now (alignment, spacing, ect)?
  21. There are a number of reasons that could be happening. I'll list them off. 1. First off make sure to recalculate your normal on all your objects. 2. It looks like you have a mirror modifier on which can give you bad results down the center if you don't apply it. 3. From the looks of it you have a lot of very thin tri's at the corners causing that elongated black line. (Skinny tri's are not good for vertex shading.) But if they are on a flat plane it shouldn't matter to much. 4. And I think this is your real problem, any edges you want sharp you have to edge split with "v". There is actually several ways to do this, you could use the edge split modifier which doesn't always the results that you want requiring some manual tweaking still. Or you can dot it all manually. This only creates more verts which are not resource intensive. In your Data tab for an object it has an Auto Smooth setting that you can check on to quickly see what and edge split will do. (you have to adjust the angle) IMPORTANT: Do not use auto smooth for final results you have to split the edges, auto smooth is only for quick checking. And while you're at it triangulate your mesh if it isn't already. :tongue: http://www.katsbits.com/tutorials/idtech/what-are-smooth-groups-and-mesh-smoothing-on-models.php (This could also help you.)
  22. Modelling is not supposed to be a press button to make stuff. I know but Zbrush when I tested it years ago wasn't as complicated. Zbrush really isn't made for accurate modeling especially hard surface. It's mainly used for conceptual work on organics which is then retopoed in another modeling program (like max or blender) if it is going into a game to reduce the poly count. If you are serious about making weapons you should learn one of them even if its complicated.
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