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Mod help


Derkins

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No I am actully good at #3DS Max as I did alot of it in high school All I really need to do is make a 3D model then learn to put it in the GECK. THen make the texture and apply it and get all the lighting correct in the GECK, find a place to put the armor and what not.

easire said then done V_V

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i think it really boils down to what you feel the most comfortable working in.

personally i like blender because its free, simple and its what i learned first.

but 3ds max is also a top notch program, so if you already have knowledge of and access to that, id say roll with it. as far as i know those are the only two that have nif scripts for them. (but you can also export things as an .obj file and then import them to nifskope)

 

i could be wrong but i think most of the people around here use those two.

maya is another popular one. and zbrush might be handy if youre doing a detailed body of armor.

 

hope that helps a bit :)

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Yeah the armor will be challanging because I have nothing to go off of but the hardest part would be the detaling of it. I find putting materials on the armor would be diffacualt I can do it in 3DS but I would have to make it in Paint of zbrush first. O well guess I will just have to take my time doing it. Also I am guessing the body armor is one part . Would the helmet be hollowed out or can I leave it as a solid peice?

 

thanks for the help too.

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no problem, i dont have much experience with armors yet but i know a few things.

try to leave the smaller details to the textures and normal map so that you can keep the poly count down (since its for a game)

and if the helmet is fully enclosed then theres no need to carve out the inside of it, because it will essentially replace the head once worn.

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