Junnari Posted January 17, 2016 Share Posted January 17, 2016 (edited) I'm currently working on a fictional battle rifle model. The model combines features mainly from Rk95, M39 EMR, bit of G3 and some other relatively modern rifles with the parts fitted so that it should be able to use the combat rifle animations without any major clipping or other issues. The model is done with Blender, and contains:3 barrel variations,3 different muzzle attachments + silencer,3 different volumes of magazines (10, 20 and 30 rounds),Iron sights with folding front sight, reflex sight and scope,Collapsible stock (I might check if a fixed stock variant could be viably done).What do I need help with then? As far as I know, currently only (?) way to get new models into the game is to export them as .nif with 3ds max (to which I don't have access to), import them to nifskope and work some dark magics with some other programs I got no experience with. Thus whilst I can make the model and textures, I could really use someone who'd turn them into actual mod. Current state of the models: http://imgur.com/J7slSx8http://imgur.com/wpsHHby Apart from assistance, opinions, suggestions, criticism etc. is also welcome. Edited January 21, 2016 by Junnari Link to comment Share on other sites More sharing options...
Verz Posted January 17, 2016 Share Posted January 17, 2016 You can get free 3dsmax for 3 years using the student license thing, then you can renew it by using different data, though I'm not sure if that's illegal or not (nexus moderators no ban pls).... if that's not an option, I could see about doing it for you but a) I got an old 3dsmax on which the nif exporter wasn't tested so not sure if that'd work b) I'm not sure if you wouldn't have to apply texture paths to the weapon in 3dsmax too? something which I can't do, but I'm pretty sure it can be done in nifskope insteadI believe after adjusting the model in nifskope (so that sights align up and the weapon fits the anims) you have to import it through.......bodyslide. Don't hold me on this but that's what I read, no idea how that works - I'll get back to you on that. The rifle itself looks awesome, kinda reminds me of a FAMAE smg if it was a rifle instead. Hope you get someone who'll bother to make some snazzy textures unless you plan on doing that yourself Link to comment Share on other sites More sharing options...
vashts1985 Posted January 17, 2016 Share Posted January 17, 2016 im so busy trying to get my own meshes done and ready i dont know when id have the time, otherwise id try. dont worry, a blender plugin will be along at some point, and doing the transfer isnt really that complicated once you see what is going on. Link to comment Share on other sites More sharing options...
Junnari Posted January 21, 2016 Author Share Posted January 21, 2016 (edited) Some progress with the mod: imgur.com/a/iZ8Ik Apart from final optimization, the models are now ready, and I've started working on the textures, which are still in quite early stage. The model has currently approximately 11k tris in standard form (will drop by ~30% after optimizing), and uses pair of 2k textures; one for the main parts, another for magazines and weapon mods. The material currently uses the specular/gloss map also as a placeholder normal map, so the lighter edges are shown incorrectly in the renders. I've also made some initial setups with FO4Edit using the Combat Rifle as a base. Edited January 21, 2016 by Junnari Link to comment Share on other sites More sharing options...
vashts1985 Posted January 21, 2016 Share Posted January 21, 2016 the link doesnt work, it redirects http.com i looked it up by address, and actually thats a really cool rifle. i cant wait to try it.are you planning on giving it a full PBR workover or just regular normal maps? Link to comment Share on other sites More sharing options...
Verz Posted January 21, 2016 Share Posted January 21, 2016 Some progress with the mod: imgur.com/a/iZ8Ik Apart from final optimization, the models are now ready, and I've started working on the textures, which are still in quite early stage. The model has currently approximately 11k tris in standard form (will drop by ~30% after optimizing), and uses pair of 2k textures; one for the main parts, another for magazines and weapon mods. The material currently uses the specular/gloss map also as a placeholder normal map, so the lighter edges are shown incorrectly in the renders. I've also made some initial setups with FO4Edit using the Combat Rifle as a base.OH MY GAWD THATS SO BEAUTIFULonce you set it up to work any chance of different color variations, or is that impossible to do? I'd be willing to make like 10+ camos since it's really easy to just apply camo pattern to any texture if you'd be down for that. Link to comment Share on other sites More sharing options...
Junnari Posted January 21, 2016 Author Share Posted January 21, 2016 (edited) Fixed link, thanks for pointing that out. I'm planning on having it use diffuse, specular+reflection and normal map, which seems to be the most common way amongst the vanilla guns. OH MY GAWD THATS SO BEAUTIFULonce you set it up to work any chance of different color variations, or is that impossible to do? I'd be willing to make like 10+ camos since it's really easy to just apply camo pattern to any texture if you'd be down for that. It's possible, but I'll probably do them as separate retexture versions since it's far simpler than having multiple textures simultaneously available in the game. Edited January 22, 2016 by Junnari Link to comment Share on other sites More sharing options...
Junnari Posted February 5, 2016 Author Share Posted February 5, 2016 Update on the progress: After bit of delay after focusing more on the Bow and Arrow mod (and couple of other small projects, simply couldn't stick to working on a single thing at a time), I'm starting to have the mod mostly ready. Models are in the game and the gun is practically playable. Weapon mods are nearly completely set up with the components, requirements and misc items still requiring bit of work. Other than that, I still got some work ahead with finishing the textures, but I should be able to release the mod at least by Monday unless there comes some unexpected delay. Couple of sneak peeks: http://imgur.com/a/pwHmY http://i.imgur.com/lk5eHlc.png Link to comment Share on other sites More sharing options...
Recommended Posts