Artyom2033 Posted May 12, 2011 Share Posted May 12, 2011 I am thinking of getting into 3D modelling, I have only ever modded game textures in the past in photoshop but would like to go 3D and create from scratch. Revit would be my 3D modeller of choice as I will be using it for work anyway. Is there a way to use revit to create useable 3d models for fallout? I am sure it can be converted into something and converted again into a .nif but any advice at this early stage would be very helpful. And from there, how do you even begin to create a DDS file to map onto it? Thanks. Link to comment Share on other sites More sharing options...
LHammonds Posted May 12, 2011 Share Posted May 12, 2011 I've never heard of anyone using revit to create mods for games so I wish you luck in your quest. What kind of models are you thinking about creating? Buildings and landscape? Weapons? Armor? You can use just about any 3D modeling package even if there is not a NIF import/export plugin available. As long as you can get it into OBJ format, you can use NifSkope to import the model into an existing NIF. However, that won't work for things that require rigging such as clothing and armor because OBJ format does not retain such information. As for putting textures on it, you have to create a UV map in your 3D modeling program BEFORE you export it. The model must have a UV map and have an association to a texture before it can be put into a NIF file (either OBJ format or other programs to export to NIF format). A DDS file is a compressed / game-ready image. You typically do not work with DDS files during your modeling phase. Typically, you have a source image in a format that your image editor can utilize multiple layers like Paint.NET's PDN format or Adobe Photoshop's PSD format. When I create a 3D model and prep a UV map, I then export the UV map to an image file (Blender exports to TGA format). I then import that into my image editor and clean it up so that a layer contains this UV map in a see-thru format. While I create the base colors and textures in the lower layers, I can still see how the UV map looks on top of it. Once I reach a certain point, I save the source image, then flatten the layers and export to PNG format. I then go back into my 3D modeling program and associate the UV map to the PNG image so I can see the texture applied to the model...which will then export with my model when the time comes. But just before I place it in the game, I save the source image into DDS format...but I always keep my source image so I never have to convert back from DDS which causes loss of image quality each time (because it is in a compressed format). If you have Paint.NET (free program), you can download the source files from one of the following mod pages to see what I'm talking about: Cross SwordEstoc SwordKodachi Swords Link to comment Share on other sites More sharing options...
Artyom2033 Posted May 12, 2011 Author Share Posted May 12, 2011 Thats great advice, thanks. I will continue to look for ways to export from Revit, I would be using it for work so practicing with game mods would be great! Can you explain what rigging is? Link to comment Share on other sites More sharing options...
LHammonds Posted May 13, 2011 Share Posted May 13, 2011 Rigging is the attachment of an armature / skeleton to a model for the purpose of animation. If you create a piece of clothing, it needs to be attached to a skeleton the game uses for animating the character / creature. Not only does it need to be "attached" but it also has to be rigged...also known as skinning or weight-painting. That is fancy terms for telling the verts of the model which bones of the skeleton they should be linked to and to what degree. Article: Blender rigging / skinning Link to comment Share on other sites More sharing options...
Artyom2033 Posted May 13, 2011 Author Share Posted May 13, 2011 Brilliant, thanks for your input. Link to comment Share on other sites More sharing options...
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