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UV Mapping


t3hf4ll0ut

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You don't really need the .uvw files for anything as long as the modifier (or Blender equivalent) has been collapsed to the model. The model "saves" so to speak its UVW map in itself, meaning that when you assign a texture file to it, it knows what part of the image to map to it's respective polygons.

 

As for your next step it's a bit difficult to say as you haven't specified what your model actually is. Depending on whether it's a weapon, armour, creature or environment object you'll need to do different stuff, so check out the stickied thread on modelling and see if you can find your answers there.

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I've gotten it into NifSkope as a .3DS file. If this is wrong then sorry. I normally just toy with things until I figure it out. :whistling:

 

PS. Baelkin. As I exported the model from 3DS Max it said something about keeping its textures. I'm assuming this is what you were talking about.

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Well I figure you can use a .obj instead, I just prefer exporting from my 3d editor as .nif. :P

 

Anyway, in that case, and here is the real kicker, follow the stickied tutorial on making a new weapon.

 

Your imported .obj's should be either a NiTriShapes or NiTriStrips if I recall correctly, so you'll need to go through all the motions of replacing the parts of an existing gun model until you have something that works. If you have more Strips/Shapes than the vanilla model you are using as base, you can duplicate individual model branches in NifSkope to get additional Shapes/Strips which you can then copy/paste over. Just make sure that you pick a part which has the approriate animations associated with them (ie. for something static pick a part of the gun that doesn't move on operation).

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