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PsychedelicHands

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Everything posted by PsychedelicHands

  1. You won't be able to skin the mesh you make yet, or import back to Nif. BUT, you back import a basic mesh into blender, I don't believe the scale will be correct and will be missing materials and skeleton. But useful to create your base mesh for your outfit, ready for when the proper tools drop. Basically just use the export tab in nifscope to export as .obj then you can use a default import script in blender. pretty sure that's the best we can do for now. Edit: didn't see first page, Woah, mesh looks amazing. So yeah didn't realize you already had a mesh. Like I said you won't be able to get it ingame or rig it. But you should be able to match up the proportions.
  2. You want the alternate start mod "Unbound", excellently executed mod, fits in perfect with the rest of the game. Unfortunately it is a Workshop exclusive. The only one I'm subscribed to.
  3. I'm not really the writing type, but I've got an idea for the basic storyline of it. So basically Titus Mede II was seen wielding Goldbrand during the Battle of the Red Ring in the Great War. Goldbrand as you know being an artefact of Boethia (The Daedric prince of betrayal). So the basic premise of this mod would be, in order for Mede to win Goldbrand from Boethia, he offered the souls of his soldiers who fell during the battle of the Red Ring. And they are now cursed to fight endless hordes of daedra in some high plane of Oblivion. So the storyline would involve leading the Imperial troops to victory in a campaign over the daedric commanders. Thus freeing their souls. This would be extremely lore friendly.
  4. Go over to Dark Creations. Beyond Skyrim: Cyrodiil has a set of recreated (fully legal to use in Skyrim) Cyrodiil wall pieces. You should ask for permission. I'm sure there are lots of people there who would support you. Also the other assets that you need I would be happy to help recreate as Beyond Skyrim will need them anyway. But be warned I'm not the fastest modeller around.
  5. INDIGO! He is the only non-annoying, mod-added companion. Great voice acting and amazing written lines. Fully imersive and adds heaps to the game. Cannot recommend him enough. Everyone should try him. I know I sound like a spokesperson, but I really love that guy.
  6. Blender and Zbrush are very different programs. Not just in the way the function but in the purpose which they serve. Traditionally, you would use a program like blender or 3dsmax to create your low poly base mesh, then import that into zbush to sculpt and paint a high poly version. Then you import back into blender and bake the normals and textures onto your base mesh. I'm not an expert on this as I've mostly tried architectural models so far, but this is my current understanding. And yeah, model with blender 2.6 (or whatever the latest is!) Then save your model in legacy format mode and open it 2.4b to export. OR if you are still a student, you can download 3dsmax for free and give that a whirl. - Good luck!
  7. Before you get too gung ho on the idea, know that creating new assets is difficult and it will take a bit of dedication to develop your skills. (Not to discourage you too much) You can either download a program called blender (which is free and open source) However the nif export script only works for version 2.49b. But I would recommend download both that, and the newest version. The new version and a vastly supprior UI which will make it easier to learn, so model in that and then just export with V 2.4b. (Which is what I do.) Or if you a student, you can download 3dmax for free. Which is pretty good because it is pretty much the standard program in the actual game industry. I can't say which is truely better because I've only used blender before. But I believe the general concenous is that it comes down to personal taste. So maybe try both?
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