GnargleHankar Posted February 1, 2011 Share Posted February 1, 2011 Hey all, I want to make a 3d object out of the button I marked in the attached picture. Currently it's just painted on the mesh as a texture, any idea how I could do this? Link to comment Share on other sites More sharing options...
Nadimos Posted February 1, 2011 Share Posted February 1, 2011 (edited) Learn to model. Then learn to do uvmaps. PS: Read the stickies here. ^^ Edited February 1, 2011 by Nadimos Link to comment Share on other sites More sharing options...
LHammonds Posted February 1, 2011 Share Posted February 1, 2011 Hey all, I want to make a 3d object out of the button I marked in the attached picture. Currently it's just painted on the mesh as a texture, any idea how I could do this?Yes, simply edit the mesh, add a new cube, size it appropriately and then create a UV map for the cube and use the existing texture to size the UV map to fit over the same area on the texture. Once it is done, then you can duplicate the cube to the other areas. If that is rigged to a skeleton, you will need to weight-paint the new geometry as well. If this is necessary, I would suggest creating the cubes separate from that object 1st and when done, use the Copy Bone Weights script to the new cubes...then join the cubes to the existing object and refine the weight-painting as necessary. The best way is to incorporate it into the existing mesh but that may be a bit difficult if you are new to modeling. LHammonds Link to comment Share on other sites More sharing options...
GnargleHankar Posted February 2, 2011 Author Share Posted February 2, 2011 Hey all, I want to make a 3d object out of the button I marked in the attached picture. Currently it's just painted on the mesh as a texture, any idea how I could do this?Yes, simply edit the mesh, add a new cube, size it appropriately and then create a UV map for the cube and use the existing texture to size the UV map to fit over the same area on the texture. Once it is done, then you can duplicate the cube to the other areas. If that is rigged to a skeleton, you will need to weight-paint the new geometry as well. If this is necessary, I would suggest creating the cubes separate from that object 1st and when done, use the Copy Bone Weights script to the new cubes...then join the cubes to the existing object and refine the weight-painting as necessary. The best way is to incorporate it into the existing mesh but that may be a bit difficult if you are new to modeling. LHammonds Thank you. I already tried to add new meshes like you described and it worked, from a technical point of view. They stick out like sore thumbs though, that's why I asked for an alternative way. I'm still a noob and I thought that maybe there was an easier way to do this, but it seems there isn't. Oh well. Link to comment Share on other sites More sharing options...
GnargleHankar Posted February 4, 2011 Author Share Posted February 4, 2011 Well, after exporting it to a .nif there seems to be a problem. The newly added meshes don't show up in the game. I did as you told me LHammonds - added a cube, adjusted the size, unwrapped the UV, apllied the texture, joined the meshes and did the weight painting. Oh, and nifskope keeps saying "need vertices, normals, texture coordinates and faces to calculate tangents and binormals" when I want to update the tangent spaces. Any idea what I did wrong? Link to comment Share on other sites More sharing options...
LHammonds Posted February 7, 2011 Share Posted February 7, 2011 I've not seen that error message before so I'm not sure what was done to cause it. Are you able to import an armor, clean up the settings and export a working NIF as a kind of proof that you've got the basics down and whatever is causing the problem is the "new" stuff? Link to comment Share on other sites More sharing options...
baduk Posted February 7, 2011 Share Posted February 7, 2011 Hi! If its for fo3 or nv then it might be that your missing shadow map shader flag cause that one u gotta click the button for or click the cloth presets button to turn on in the export options. Link to comment Share on other sites More sharing options...
GnargleHankar Posted February 7, 2011 Author Share Posted February 7, 2011 I've not seen that error message before so I'm not sure what was done to cause it. Are you able to import an armor, clean up the settings and export a working NIF as a kind of proof that you've got the basics down and whatever is causing the problem is the "new" stuff? Seems it was a material problem with blender. The newly added mesh still had a material called ME:Cube or something like that. After changing it to the material the cuirass had everything worked fine. Link to comment Share on other sites More sharing options...
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