kungfubellydancer Posted January 12, 2011 Share Posted January 12, 2011 I made this mesh (antique pitcher) in blender to be used as a miscellaneous item for Fallout New Vegas, and gave it collision data, but...now what? How do I give it texture data? I had to add the shader property in nifskope, but I can't do anything past that point. I have the texture ready to go, but no way to attach it to the mesh. What there a step I forgot to do somewhere? http://i268.photobucket.com/albums/jj27/kungfubellydancer/aaasda.png What I did was I exported the uv map from blender into a .tga file rather than applying the texture directly in Blender, because I have more control over it in Gimp. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 12, 2011 Share Posted January 12, 2011 You should add the texture and UV info in blender, I have never found a way to do it in nifskope. Link to comment Share on other sites More sharing options...
kungfubellydancer Posted January 12, 2011 Author Share Posted January 12, 2011 Is there a guide on how to do that? When I exported this from blender, for some reason it didn't come with any shader information. That shader tab was added later in nifskope. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 12, 2011 Share Posted January 12, 2011 I purposely didn't try to explain it because it'd be from memory and probably steer you wrong. I would try googling for a blender tutorial, that's how I learned it the first time. Or maybe baduk will be along shortly and rattle it off :) Link to comment Share on other sites More sharing options...
kungfubellydancer Posted January 12, 2011 Author Share Posted January 12, 2011 Baduk's going by Japan time, I think, lol. As for Google, I did find enough tutorials to get me as far as I've gone....but the thing is, the UV map I generated has a little strange and doing the texture directly within Blender is painstakingly difficult (at least for that particular mesh; no matter how I seam it, it comes out strange), that's why I exported the raw UV to do outside of Blender in Gimp/Nifskope. I'll play around a bit and see what I can do. Link to comment Share on other sites More sharing options...
baduk Posted January 13, 2011 Share Posted January 13, 2011 Hi! Seems like u are on the right path on that.. Whenever i think my uv map is coming out weird i just make more islands. Like i would go and make the handle and spout separated with a seam and make another seam down the middle of each. Then probly separate the top and bottom and the little nub on the top also. putting a seam down the middle of each cylindrical part so it unwraps into a rectangle instead of a ring shape. Link to comment Share on other sites More sharing options...
LHammonds Posted January 14, 2011 Share Posted January 14, 2011 I also recommend attaching a UV Test Grid for all the surfaces while you are creating the UVs. This helps you see troublesome areas that are squishing too much or stretched too far. It also helps keep the proportions similar so you don't have a hilt that has too much texture area (producing small grids) with other areas not having enough (producing large grids). Not only does making more UV "islands" help but also using different methods to unwrap may be helpful as well...such as a diamond shape using a "Project from View" to retain the shape on the texture. And using seams to unwrap other areas or using other methods which might work better for certain shapes. LHammonds Link to comment Share on other sites More sharing options...
dominik17 Posted March 22, 2011 Share Posted March 22, 2011 I've been able to replace textures in nifskope. In the left box under block list expand 0 NiNode then expand 1 NiTriStrips then expand 2 BSSshaderPPLightingProperty then select 3 BSSshaderTextureSet. In block details below the block list expand Textures and there should be a list of textures currently used. This is how the base body is set up and it seems that most bodies are identical. Hope this helps... Link to comment Share on other sites More sharing options...
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