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Fernicles

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  1. Ugh, sorry, medical stuff, many emergency room visits, Thhheeen i got sucked into the world of AI art generation... still alive, just picking stuff back up and trying to remember where I was at before i had to go live in the hospital for a bit :< The hardest part with reducing tri counts is that no program does it sensibly, you have to plan it all out before hand and do a few things to make sure that the edges of things arent completely borked, that your UV's don't suddenly overlap and a whole buncha other stuff. I work with stuff thats around 400,000 poly and reduce down to 5k 'ish depending on how important the model is. the less huge and the less conspicuous it is the less poly it needs, hell if you would normally have a part of it embedded in a wall, you may as well delete those hidden faces too, saves on performance. -legitimately tell me this isn't so cool XD https://imgur.com/a/sYaNFKf
  2. Eh, you know how tech support works, techs gonna throw out all the obvious ones before getting technical because you can't assume the person didn't make a mistake :P Maya 2023 user here, different importation route too so just gonna throw out what I can think of. still im good for generalized questions, animation, rigging and photoshop stuff ;P used to tutor kids in photoshop, i know most of the things :)
  3. Theres all kinds of problems you can get when importing geometry from one program to another. ive found normals and borked UV maps are the most common things causing stuff to vanish or render incorrectly. Nice boats, consider adding a layer of dirty noise over the top of your texture so they dont look like cartoons though, In stalker they just did a photoshop noise layer above everything with like 10% opacity i belive lol. gives everything a much grimier worn look without much work.
  4. Heh, nice. more stalactites coming, was having trouble with my modelling program refusing to bake normal maps :< Be a couple more days till ive got stuff more sorted, theres going to be a texture pack with multiple options, buuuut. 4k is going to make everything massive to download. but eh. ill have a 2k textures pack and a 4k I think. save a hefty download for people not wanting 2gb of textures lol. heres an example of roughly where I'm at with them at this point. I've got to bake out all my textures and organise al the editables and whatnot still though. https://www.dropbox.com/s/e3o78rcpgd2vdg1/stalactite_pillar_2.rar?dl=0
  5. I can't really do physics or collisions yet, I can make you a basic nif and dds but thats about as far as Ive learned for fallout4. Point me at a tutorial and I might do it but yeah, expect it to take a bit while I work out how to make it do the thing using the programs I have access to. (im using maya 2023 which means it can be problematic getting anything to work XD) did you want this thing like high poly modeled? you say your using it for armor so what a giant condom wrapper for armor? :P
  6. https://www.dropbox.com/s/uxbgglym6bvupv7/Stalactites.rar?dl=0 Try that out RoNin, let me know if it works lol, multiple texture options included some are greyscale so they can be laid over a texture of your choosing in different ways to match the look of other assets. Included Nif and dds, hopefully they work but eh, its a first attempt so yah let me know if it fails :P
  7. Updateh, getting there, ill see what I can do with your textures :tongue: Edit: Fiddled with your texture a bit
  8. Eh, finally sorted out the mod lol, and exporting. which puts me on track to sort out these normal maps and figure out the materials system thing I guess :P Should have something sorted after the comming weekend. might not have all the textures but color, UV and models for certain. :D
  9. Yeah, broke her open, looking into it now, most likely because maya was not exporting as Tri's when I exported to fbx. Thats the most likely anyway. Was having a go at figuring out how to export through the blender pathway, UUUGHHH, i forgot why i hate other programs so much, feel like im completely lost even though I know exactly what to do lol. Managed to get it to export to nif but refuses to show up in nifskope. ahh well, imma sleep, when I come up with clean files ill update the mod file, maybe if I can reliably export to nif I might do that but man, its fiddly.
  10. I dunno, toast is pretty important to get right ya know :D https://www.nexusmods.com/fallout4/mods/68057?tab=files also its now a mod lol.
  11. Ok, so... Zorkas, heres your Toast. https://www.dropbox.com/s/ef2z2xuvl30yif3/Toast.rar?dl=0 It miiight have accidentaly been textured in 4k. lol. Dont worry Ronin, lol I dont mind, your rocks are getting there, all unwrapped but only done one rock so far, working my way through them. :tongue: Edit: if I dont see a toaster weapon come out imma be dissapointed, just sayin, cos my toaster is lethal lol.
  12. True, youd probably have to pull all the quests and do a full rebuild. Still... if you made it like a mod for like frost, not sure how much quests and stuff is still part of frost because I havn't played it.
  13. Ooookay, got these ones done, any particular requests, just doing highpoly models first then ill bake some maps and reduce it so you got normals and stuff for more detail with less poly. was thinking a big stepped waterfall formation thing for usage like along one wall. and some barrier types, a mix of broken rock and stalagmites to create cover and control movement.
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