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Marcus Aseth

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  1. Thx again Shadiva :biggrin: I hope to don't do a mess now in the texturing,cause it is my weak spot :confused: ,but I promise I'll try my best :happy: So guys,I've started by simply putting 3-4 Flat colors,to decide wich color scheme should I use for the sword,let me hear your thought about,like for example wich scheme do you prefer :happy: http://img96.imageshack.us/img96/5397/41549838.png
  2. Thx Shadiva :) managed to import it in-game(only the blade,not the scabbard),now time for textures :) http://img194.imageshack.us/img194/4323/12254184.png
  3. ok,found how to check,my weapon in nifskope doesn't have tangents & bitangents,how can I fix this? :psyduck: Edit:Solved ! :)
  4. guys I think is because the way I saved my normal dds,can you tell me the correct setting to save a normal map from PS for skyrim pls? :P how?
  5. the path are correct,I have simply copyed all the branch from the iron sword & created the correct path on my skyrim/data folder,& also as I mentioned I have turned on the diffuse & it works perfectly both in game & on nifskope,the problem is just with the normal map,but the most strange thing is the fact that every skyrim weapon I am opening with nifskope is not showing any normal map,flat white as with my sword,so the problem must be something else... didn't used vertex color in 3ds btw
  6. well,actually I have extract the bsa texture as well,& noone show the normals on nifskope...is it..."normal"?
  7. yes,in fact I can activate the diffuse & see it in nifskope (I just add _off.dds at the end of it to turn it off & check only the normal),but the normal map is not showing,just flat white inside nifskope :\
  8. Guys I totally need your help :( I am kind of stuck,before the texturing I want it to preview the mesh with the normal map in game, so I followed a video online,replaced the iron sword with my sword,deactivated the diffuse & put my normal map on the right directory,but insted of the normal it show the mesh without normal map & with a purple flat color on it :( Pls help me to figure out what have I done wrong :\ http://img571.imageshack.us/img571/8429/10448559.png
  9. Thx guys :) @ throttlekitty: ok man,probably I will delete them & do again the handle bake I think,I already try & without the polycount is 5.5k Tris :thumbsup: but before that I want check in-game with normals to see how much the silouette change/lose on the handle with the strips on & off. I was too much "methodical" during the bake to leave any space to artifacts! Like I exported 8 High poly blade pieces from Zbrush, 8 low poly blade pieces from 3ds max & 8 low poly cages I had set up in max, then done the normal bakes 1 by 1 inside Xnormal & merged toghether into a single normal map in photoshop,to get the most clean bake possible :happy: Now,textures are my weak spot,so I hope I don't ruin everything now! :biggrin:
  10. @ throttlekitty: you right,the strips add almost nothing,but was cool so I can do a closeup for portfolio like the one in the image below,so I need those in place :P ok guys,here the low poly model with normal map,ready for the texturing :thumbsup: http://img546.imageshack.us/img546/1338/dreamreaper.png
  11. Done with the low poly & the unwrap,just got to pack the uvshell & do the bakes for normal map & ao,then textures. But before that,I need some info guys,skyrim engine support only texture at 2048x2048 or I can go for 1024x2048? Also,I think I will start by importing this ingame,just to have a preview from the player hand :thumbsup: http://img812.imageshack.us/img812/5838/43822179.png
  12. ok,only the blade & the sheath left to do,I do them this night & probably tomorrow I will be showing you the model with the normal map & ambient occlusion :) http://img20.imageshack.us/img20/2428/66901586.png
  13. Hi guys,got busy with other stuff but I want let you know I've started & I am working now at the low poly.The plan is to not hold down myself,as you can see from the image below I am not going to optimize as would usually happen with an asset for ingame,I will push this to 10,000 - 15,000 Tris because if you think about it,the weapon will be on 20% or something like that on the screen almost all the time (or at least during the fights) so I totally preffer putting some extra poly & got the best resoult possible (& also I am sure nowadays pc can hold it,also because there will be only one model of this ingame) :happy: Also,putting extra poly I can later on take nice closeup screens for my portfolio :tongue: http://img12.imageshack.us/img12/6348/85943801.png
  14. ok so I decimated the highpoly version & imported it into 3ds max from Zbrush to run some tests with the glow (this is not the low poly version & had nothing to do with it,just glow tests),I put the glow on the blade based on the darker areas of the ambient occlusion to have a rough preview of it & to have a better idea about where I am going for with this glow,so the first one have a nice distribution of the glow thogh I am not sure yet if I want it to be inside the runes (most probably not),the second one is an extreme glow version & on that one I like how the glow is showing inside the cracks on the end of the blade,that immage suggest me that the glow is not just a blue color in the cracks like in the first image,but is actualy a strong light/energy bleeding outside the cracks & illuminating a bit outside of them,so I am not sure yet how to achieve that in the ingame version but for sure that is the goal,probably I will try using a soft gaussian blur on the glow map to make this light bleed out a little bit,if that wouldn't be enough I will try to fake a bit of illumination into the diffuse Story behind this blade: the story of this blade is that it is an ancient blade that was shattered long time ago. Then a legendary blacksmith put the pieces of the blade togheter & forged it back,using that jewel on the handle to keep the pieces togheter (sorry my english :biggrin: ) :happy: http://img515.imageshack.us/img515/9015/38374998.png
  15. fine guys,no hanging strips :) Well,I think I'm done with the high poly model,so I will start now the low poly.For the one of you that are more into the script modding part,let me explain what this want mean,this model is the High Poly model,mean that is composed by 59,000,000 polygons so it cannot totally go into game,now I will model another version of this sword (Low Poly) using the high poly as a reference & matching the 2 the closest as possible,this low poly will have something between 4000-10,000 polygons & then I will use the high poly model to bake texture such as normal map & ambient occlusion into the low poly :happy: http://img35.imageshack.us/img35/6650/87375787.png
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