Constance Posted January 8, 2014 Share Posted January 8, 2014 (edited) So i've tried on a large number of occasions to make my own models/meshes, so on and so forth, looked through so many tutorials, tried to emulate them a hundred times over, i can't seem to get it down, the problem i seem to be having is this; Tutorials always focus on a specific version of a specific program, there's a hundred work-arounds for different versions and different programs but it's so hard to find a start to finish on EXACTLY what i'm doing and trying to do, so i'm just curious as to if anybody would be able to provide me a (preferably video) guide on start to finish with 3DS Max 2014, and the process(es) i need to take to get my model from 3DS Max 2014 to Skyrim.More specifically, do i need to import a certain thing a certain way considering 2014 doesn't have nif importing options, do i need to use multiple programs (I have Blender, Nifskope obviously, i even got Milkshape, a have a large variety of programs at the moment, all in the hopes of getting this to work), do i need to set exporting up a certain way, what do i need to export as, what do i need to do in nifskope, all those sorts of things.The ideal guide would essentially be, making a simple model using the proper technique (Let's say we just make a simple ball primitive, do we need to import something first, or can we make the ball from scratch?), exporting it in whatever form is needed, and running it through additional programs (Nifskope, blender, blah blah blah), and then finally getting it into the creation kit properly, and then any additional work that is needed.Would anybody be able to assist me with this? I've been trying for literal years, since just after Oblivion release, following on into Fallout 3 and beyond, but not once have i been able to make my own models, s***, i've been trying since Sims 2 haha, i just can't seem to get anything right with this, the modelling seems to go so smoothly these days, i've finally started to get a decent workflow, start to actually create things, but now i've got the lovely 'nif' problem to deal with and i just can't pass this hurdle :/ Plaes halp :/http://i323.photobucket.com/albums/nn466/Constance_M/77d3ef64-d8f6-423a-9510-65b89838528c_zps71a886da.jpg Edited January 8, 2014 by Constance Link to comment Share on other sites More sharing options...
FiftyTifty Posted January 8, 2014 Share Posted January 8, 2014 (edited) Luckily, it doesn't take a 3 hour youtube tutorial on getting started. Sadly, the best version to use is 2012. I don't know if 2014 works with this plugin; worst case scenario, you go nab 2012 off of Autodesk's student site. ANYHOW! Theru's max plugin 64bit / 32bit Extract the archive's contents into the appropriate folders. Load up 3DS Max. Make your model as normal. Convert it to editable mesh. Add a skin modifier and skin the model. Note: You can add additional modifiers, but I haven't the foggiest idea if it will f*** up the model and whatnot. It all depends where in the modifier list they are and which modifiers they are. If your model is an outfit/body part, add the "BSDismemberSkin Modifier" modifier. For the example below, which was the main mesh for the DragonScale outfit, I had to select the "Skyrim body" Body Part from the drop-down list. Export as .nif. For the export settings, it's really trial and error; I've not dabbled much with nif files. Here's an example of the settings I used for an outfit. The collision box is redundant in this particular scenario. http://i.imgur.com/ZfohoPm.png Load up the exported nif in Nifskope. Go to the BS Lighting Shader branch. Set the texture paths. The export plugin doesn't point the nif to the textures used once exported from 3DS Max; the plugin is unfinished and will likely never be finished. And that should be the basics of getting your model ready for Skyrim. Edited January 8, 2014 by FiftyTifty Link to comment Share on other sites More sharing options...
Constance Posted January 8, 2014 Author Share Posted January 8, 2014 My hopes at the moment are that i will be able to find some form of workaround for downgrading to 2012 :/I understand it is the only compatible version for the max plugins but i've simply grown too accustomed to the 2014 workflow, this is the first time i've been able to even produce a model, i'm really just desperately hoping i can avoid changing it all around again y'know?Very useful information though and if nobody has any workaround for being able to use 2014, i suppose i'll have to get 2012 and use your information stated, thank you for that :3I'm just really... REALLY hoping i can stick to exactly what i know and make it work y'know? Link to comment Share on other sites More sharing options...
FiftyTifty Posted January 8, 2014 Share Posted January 8, 2014 I used 2011, 2012 and 2013. The major difference between the interfaces was with 2011. I don't think 2014 will have changed that much at all from 2013, which didn't change a dime from 2012. Link to comment Share on other sites More sharing options...
mrpdean Posted January 8, 2014 Share Posted January 8, 2014 There is currently no workaround for the lack of a nif importer/exporter for Max 2014. As FiftyTifty said, Max 2012 along with Theru's max plugin is the easiest, most reliable combination I've found so far. However, there is nothing stopping you from doing all your modelling, skinning etc in Max 2014, and just use Max 2012 for importing/exporting. Link to comment Share on other sites More sharing options...
Constance Posted January 8, 2014 Author Share Posted January 8, 2014 Do you believe i would need to import/export a certain way to ensure maximum compatibility with the 2012 nif plugin?As in, between 3ds max's, would i need to use certain import/export settings? Link to comment Share on other sites More sharing options...
FiftyTifty Posted January 8, 2014 Share Posted January 8, 2014 Should just be able to save the project in 2014 and then load it up in 2012. You'll want to make sure you've not chucked in any modifiers that aren't present in 2012, mind you. Link to comment Share on other sites More sharing options...
mrpdean Posted January 8, 2014 Share Posted January 8, 2014 It depends a bit on what you are wanting to create. FBX is very good and transferring between Max versions. However, if you are wanting to create skinned meshes, than you will have to do some steps within Max 2012 in order to use the features of the NifTools plugin e.g. adding the BSDismemberSkin Modifier. To be honest though, if I were you I'd just do the whole process in Max 2012. In terms of the basic modelling workflow, the interface, modifiers etc etc, there really isn't any noticeable difference between Max 2012 and 2014. If you know Max 2014 already, you shouldn't have any problem finding your way around Max 2012 and I think doing it all in Max 2012 will save your a lot of headaches in the long run. Just to complicate things a bit further, if you are wanting to create new animations for Skyrim then Max 2010 (32 bit) is the best option, in my opinion. I use Max 2010 (32 bit) for Skyrim skinned animations due to the compatibility of the Havok Behavior Tools I use Max 2012 (32 bit) for the creation of all static and non-skinned animated nifs I use Max 2014 (64 bit) for all non-skyrim related projects. Link to comment Share on other sites More sharing options...
Constance Posted January 8, 2014 Author Share Posted January 8, 2014 Speaking of skinned and non-skinned, would i be able to create a mesh in Max without a texture and simply do the texture up and add it later in the creation kit? Link to comment Share on other sites More sharing options...
FiftyTifty Posted January 8, 2014 Share Posted January 8, 2014 And this is where my ignorance becomes apparent. I've nae clue. Link to comment Share on other sites More sharing options...
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