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Converting meshes to skyrim


Reaper67

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I've been battling this issue for far too long now. I tried following a tutorial that the author claims to be step by step, but there is nothing about how to deal with the "too many vertices" error. I searched online and tried the solutions but got nowhere. I don't understand how to make this work and it's driving me crazy. I have a really fun mod in mind, but am on the verge of giving up because this mesh conversion thing is just too ridiculous. It shouldn't be that much trouble to convert meshes from one game to another, made by the same company.
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Can you tell us what you are trying to convert? A model that works in another TES game and has "too many vertices" for Skyrim?

In fact it is no longer difficult to convert meshes with the NifUtilsSuite by Skyfox

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Try out the tutorials at

 

http://tesalliance.org/forums/index.php?/tutorials/category/40-3d-craftworks/

 

if you haven't already. Post your question there and someone will most likely have a solution for you, they are all really helpful as a general rule.

 

It's an over-simplification but could you break up the model in blender (torso, arms, 'skirt', etc). Use separate objects in the nif?

 

It's an over-complication but could you import into blender and decimate/rebuild the mesh as a low poly and use the 'original' as a high poly for a normal map bake?

 

I'm only new to making models but everything seems to require you get down and dirty with the mesh in blender then do a pile of stuff in the normal map to get a good sized basic mesh. It all has a horrific learning curve but is hugely rewarding :)

 

Check out this to understand WTF is going on in a mesh and what you can do with a normal map to reduce vert count.

 

http://wiki.polycount.com/NormalMap?action=show&redirect=Normal+Map#Shaders_and_Seams

 

Here's a set of tutorials about making something from scratch. I know it's not what your looking for but it explains the whole low/high poly model normal bake thing very well along with stuff like how to use floating geometry. These kind of things massively reduce poly count.

 

http://blip.tv/cgtuts/next-gen-weapon-creation-part-1-the-high-poly-model-2472848

 

 

Is it's a Nifskope issue you probably need to head over to

 

http://www.niftools.org/

 

and hit the forums.

 

Anyway I know in your other posts you said you just want to 'port' but since you've put so much time in anyway so far, why not bite the bullet and start modding a custom armor with the exported object from FONV as a base mesh? Damn the learning curve :)

 

Anyway, hope some of this helps.

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Thanks for the info. I thought about trying to divide the mesh into parts, but FNV clothing meshes are built to include the boots with the rest of the main outfit piece. I suppose I could just divide the thing into three equal parts, then combine them again in nifskope. I'll check out your links when I have some extra time.
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