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dudeinmask

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Blender to create the models.

NifSkope to tweak the NIF files after export from Blender.

GIMP to create the textures and export to DDS format.

 

The following downloads are packaged for people to new to these programs and contain all the software you need in order to mod for Oblivion.

 

Blender

GIMP

 

Article: How To Make Mods

 

LHammonds

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  • 2 weeks later...

Here's a modeling tip: When learning how to put new models in the game, start with the absolute basics.

 

Example:

 

If you are wanting to create a helmet, first make sure you know all of the pieces to the puzzle before you spend a lot of time and frustration trying to make your desired object work. Use a basic cube, give it a basic UV Map and apply a solid color or generic texture to it. Then rig it to a skeleton and export. Try it out in-game to see if it worked. Keep working out the kinks until you get a working cube in the game the way you expect it to work. You might even want to add a single vertice horns and a single vertice nose to make sure it is pointing in the right direction too.

 

Once you have the basic steps to create the model, add a UV map, add a texture, attach a skeleton and weight paint (rig) and export it to NIF format (along with proper DDS texture and normal map), you can then focus on creating your model with the knowledge that you know all the steps to get your work of love in the game.

 

The hardest part is usually just learning all the different things you have to do to get your model in the game. After that, it is then all about making your model look good and optimizing it for gameplay (not being too *needlessly* heavy in poly count).

 

Check out Oblivion Armor Resources and Oblivion Body Resources as a potential starting place for learning the export process.

 

LHammonds

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