Jump to content

Gauthie

Members
  • Posts

    10
  • Joined

  • Last visited

Nexus Mods Profile

About Gauthie

Profile Fields

  • Country
    France

Gauthie's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Actually, that's my mistake, the armor doesn't have a weight slider and I assigned the _1 boots to the model after rigging it, while the _0 suited better. In few words, this can be fixed easily.
  2. First, It would be a relevant point if only I pretended that it wouldn't include any performance hit at all compared to a single polygon plane, read me well and you'll actually state that the procedure I mentioned is LOD stages reducing a potential high Performance hit. Secondly, the fact you mention that you respect that it's "to a degree" a personal subject doesn't make your constant considerations less subjective, calling it "waste of polygons" remains an opinion not matter how many times you pretend it to be a mere fact. Thirdly, you're right, it's barely noticeable from fifteen meters, thus the LOD Stage, that's how you simply handle yourself between hardware-related pragmatism and FPS eating details. Finally, your walls will remain flat, mine are sculpted, to each his own, not the place for sterile debates. Thanks for your post, good point on the scripts. I'll try detailing the procedure here later on for anyone wishing to specifically use it.
  3. Purely subjective, it highly depends of the level of detail you're expecting, and how you handle optimization. "Waste of polygons"; Considering the Sculpt Detail only triggers a few meters from the model (LOD Stage), A matter of proper optimization. The Witcher II used the exact same process on architecture models (pseudo-tessellation), and the game runs quite well as far as i'm concerned. "There is no reason to have anything but a normal map on stuff like that."; A matter of perspective, from fifteen meters, the wall is entirely flat and only has a normal map. "You'll not notice the difference until studying it"; It remains an entirely subjective consideration. "Other than that, and the weird shapes of some stones, it looks good."; Thanks, this is more of a case of study than anything else for now.
  4. Just a small look of what i'd call Home-made Tessellation. This is not Parallax , which relies on optical illusion allowing height simulation from certain angles. Here the 3D information is fully translated directly on the model, using an optimized sculpted model (made from displacement maps). The model has LOD levels from fully sculpted (up to 3k faces) to completly flat, reducing the performance hit considerably. You'll notice the huge difference with parallax on the third screenshot. http://nsa33.casimages.com/img/2013/11/04/131104094939216597.jpg http://nsa34.casimages.com/img/2013/11/04/131104095034718977.jpg http://nsa34.casimages.com/img/2013/11/04/131104095100425881.jpg http://nsa33.casimages.com/img/2013/11/04/131104095139571344.jpg
  5. I think it's because of the way Skyrim handles normal maps, but honestly i know doodly squat about skinning and maps and stuff. It's easy to tone down the glossiness in nifskope, though. Two steps. Set the Normal Map to your model via NiTriShapeData if it hasn't been done already by changing the "1" to "4097" on BS Num UV Sets. Then Spells -> Update all Tangent Space. Under BSLightingShaderProperty, change the Specular Strength (Which is generally set around 3) to something between 0.1 and 1.0.
  6. A personal rebuild of the Actus' Imperial Armor, with weight slider. (Duchy of Bretagne Heraldy) http://nsa34.casimages.com/img/2013/10/27/131027103028191307.jpg
  7. If you could send me this armor (with textures) and the previous one I asked for, i'd rig them tonight
  8. (New Account) Town Scene using Al Mansur's Props. http://nsa33.casimages.com/img/2013/10/24/131024093153717182.jpg
  9. Sorry for the recent inactivity. Here you go. The model can happen to stretch on some parts (armpit, skirt), nothing too disturbing. If anyone handles Vertex Weighting, feel free to edit it. http://nsa33.casimages.com/img/2013/10/24/131024081817396081.jpg Link: http://www.sendspace.com/file/ln14g5 (The file belongs to the The Credo Team, please do not release without Authorization and Credits) @Luddeman: Brilliant, If you're able to send me that bandit armor you just posted, i'd gladly rig it. @TMK: J'ai répondu à ton message.
  10. (This is SkoomaBoy, new account) @Ludde: I don't have time and mind to fulfill any rigging tasks for now (unfortunately) as i'm busy preparing my university year. That said, I recently took the time to make this Templar Armor and thought this could be some contribution to the project later on. The initial goal being a recreation of a late 12th - early 13th Knight Coat of Mail with surcoat as historically accurate as possible http://nsa35.casimages.com/img/2013/09/07/13090704240953653.jpg http://nsa35.casimages.com/img/2013/09/07/13090704253692089.jpg http://nsa35.casimages.com/img/2013/09/07/130907042606224539.jpg Ofcourse, I keep in mind the Teutonic Armor you guys reacted positively about but as I previously said, I don't have the time for rigging these days.
×
×
  • Create New...