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DogtoothCG

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Everything posted by DogtoothCG

  1. So, I've got a model of a 12.7mm round fully equipped to be a cigarette/dynamite lighter, fully textured, but I can't for the life of me get it to paste over the dynamite lighter, It continuously resized and reoriented my lighter, and when I finally fixed and tried to save it, it told me something was pointed at the wrong type of block :O Any and all help is appreciated, and yes, I can upload the files if someone can fix it. Thanks, Payton http://i45.tinypic.com/24l65bm.jpg
  2. For the sonar vision, you could probably disable all but the normal+specular passes, that should leave you with black diffuse on everything that doesn't have a specular map and hopefully give you the look you want.
  3. I had a similar idea a while ago, Went as far as making some corpse textures, and than I figured out the best way to do it would be as such. Have a copy of each race (imperialCORPSE) with separate age maps (including normals) to bring about decomposition; so... on the players exit and return to the cell>switch to corresponding race>upon a designated amount of time passed>switch by script to next "age" level>continue process>after certain time turn body to skeleton_mauled>finite
  4. You'll have to navigate to the oblivion directory and find the plugins.txt, any mods you download need to be listed in that file or they will not work.
  5. Dont forget to sharpen up your fine art skills mate! the next step after learning 3ds is high poly baking, and well, organic models look much better sculpted if you know what i mean ;)
  6. Hi all, my roommate is playing FO3 on his mac with mods, and came to me when he got the dreaded flickering textures, at the moment, i've been trying to use archiveinvalidation.txt because mac wont run fomm or archive invalidation invalidated! correctly. However, it isnt working; the fallout.ini has invalidateolderfiles set to 1 and the invalidation file is set to archiveinvalidation.txt, but its still not working. Any help is appreciated.
  7. Packaged inside these files is the key to happiness, every texture is handcrafted by myself from high poly sculpture with the utmost care to bring you, the player, the most satisfying, most immersive oblivion experience you can find. For those that are skeptical, I've remodeled every part of these meshes by hand, staying true to the original topology and than baked these textures down to something that I hope not only surpasses the quality of the originals, but raises the bar in player satisfaction! And with that, i'll lay the floor to, "A Perfect Normal". Keep in mind that not only is this an alpha mod, but everything I release is a WIP (work in progress) and will continually be updated and improved, there will be artifacts and ugly red spots to begin with, but they will soon disappear. Completed and downloads: Lich:http://tesnexus.com/downloads/file.php?id=37375 Installation: backup your data folder before dragging and dropping the textures into there corresponding directory. Uninstallation: Simply delete the files that came with this download and reinstall your backups. End User Agreement: You MAY edit and REDISTRIBUTE these textures in your mod, as long as credit and a link point here. Thanks to: Bethesda for the wonderful game (that I regretfully cannot play). Autodesk for the wonderful program that is 3ds Max. Pixologic for the sculpting program that without I would be oh so mediocre. Adobe, for...well, for photoshop, we'd all be screwed without it. Nvidia, for the .dds plugin, couldnt do this too well without it now could we? Santiago Orgaz, making normal maps easier by the day. and last, but not least, The community here, for keeping me inspired to keep at it 24/7.
  8. Normal maps do not necessarily need to bring out detail, they can be used to smooth out bad surface normals or even out per-vertex lighting.
  9. I can spend a couple hours on this when i get home and bust out a real normal map for it, baked from a high poly, maybe do some diffuse and specular work if anyones still interested.
  10. Hi all, A quick background, my name is Payton, well leave it at that for now, Im seventeen years old, roughly ten years ago, my father walked through my door with a copy of sketchup, and before we knew it, i bought a computer and got myself a copy of 3ds max 6, years later I graduated highschool and shipped out to New York for work as a prosthetic makeup artist, spent five months sculpting, molding, painting, etc till I got fed up with the low pay, upon my arrival in California, I got a new computer and decided to get back into modeling. So here we are, Ladies and gentlemen, welcome to my sketchbook. First off, we have a hard surface model, eventually to be retopogolized and imported into fallout 3 as a unique replacer for the BlackHawk pistol. Referenced from a real Ruger Blackhawk. http://img525.imageshack.us/i/rugerblackhawk.jpg/
  11. I've been using max for almost ten years now, and all i can say is win, ive tried using blender and it took me a whole month to learn how to rotate the viewport >.> max is very straightforward and the tutorials are wonderful and easily found.
  12. Yes i was certainly talking to you, Please email me at [email protected] and ill send you the files for testing.
  13. Good sir, it appears i am as daft as i had thought. Would you be so kind as to test these before they are released? My current rig is twelve years old, 1022mb ram, 64mb onboard chipset. >.> cant even display normal maps in realtime...
  14. The bow is still being retopo'd for game use. Finished the dagger texture though. Does anyone know of a nif exporter for 3ds 2011?
  15. Fear not good sir, A whole weapon set will be included in the download (Hatchet, Battle Axe, War Axe, Dagger, Short Sword, Longsword, Claymore, Mace, and Torch.)
  16. Coming soon to a smithy near you! Black Steel weaponry forged from the finest metals and blackened to a pearly sheen! Forgive the WIP pictures, but have no fear, the final product will be well worth the wait. Black Steel Dagger(http://i52.tinypic.com/16hs2tw.jpg Black Steel Bow: http://i52.tinypic.com/2ppzea9.jpg
  17. Id recommend adding some more bulk to the muscles, adding to them instead of carving in. Take a look at some comic book references for the big hulking characters. Let me know if your having trouble with any muscle groups or anything. good job so far mate ^^ keep goin
  18. headhuman50.nif is used as part of the lower poly characters used in distant crowded scenes, such as the people in the arena.
  19. Awesome ^^ I work in 3ds max 9, though im sure blender has pretty much the same functions. At the moment, I dont have any recording software other than fraps and I dont think fraps goes on for more than 30sec at a time. So, Ill probably go with text and a s***load of pictures to help the process. Cheers, Payton
  20. Answer the questions, thank you very much, Also request a tutorial for something else if youd like and I might get to it if there's a high demand for it. thanks, Payton
  21. Pm me the uv map or wahtever your using as a base and ill work on them
  22. god that thing looks sooo freakin awkward to reload!
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