pipes1004 Posted March 5, 2016 Share Posted March 5, 2016 Just so you guys no I am buy no way a professional modeler just learning blender and Maya LT. Well I decided to at a ghillie attachment to wasteland sniper mod buy Hothtrooper44 (one of the best armor mods out there) witch will be an add-on throught the armor workbench they will represent burlap Jute and Follage (grass clumps) I have created some models for the burlap but i am having a heck of a time getting the obj files to render in Nif Skope properly. The obj files open fine between blender and maya but when I import them in to nif skope all the faces get connected and it looks like a bunch of piled up triangles. I dont know if I have created to much detail or what but if anyone can help or tell me another way to convert a obj to nif and then import to nif skope I would be greatly appricated. I attached some screen shots of what i am trying to do. Link to comment Share on other sites More sharing options...
Kikaimegami Posted March 5, 2016 Share Posted March 5, 2016 That looks like an obscene amount of polygons! You may very well be hitting the vertex limit (I'd be super surprised if you weren't), which is around 65k. For that level of detail, you'd be better off making a series of layered planes to cover those areas and use an alpha channel on your diffuse texture to separate the individual grass strands, so instead of having thousands of tiny, individually modeled strands, you have a few hundred (or less) fatter strips layered. For a better idea of what I'm talking about, check out the 'hair' part on Irma's dress (~/meshes/clothes/Irma). That's still a fairly high amount of polys, but much better than having each strand modeled. You may even want to import that and play around with using it as a base for your grass, not to use as your final product, but more just to get some hands-on experience with the technique. You can load the texture into your UV/Image Editor window and apply it so you can see in real time in Blender as you manipulate the mesh. Link to comment Share on other sites More sharing options...
pipes1004 Posted March 6, 2016 Author Share Posted March 6, 2016 That looks like an obscene amount of polygons! You may very well be hitting the vertex limit (I'd be super surprised if you weren't), which is around 65k. For that level of detail, you'd be better off making a series of layered planes to cover those areas and use an alpha channel on your diffuse texture to separate the individual grass strands, so instead of having thousands of tiny, individually modeled strands, you have a few hundred (or less) fatter strips layered. For a better idea of what I'm talking about, check out the 'hair' part on Irma's dress (~/meshes/clothes/Irma). That's still a fairly high amount of polys, but much better than having each strand modeled. You may even want to import that and play around with using it as a base for your grass, not to use as your final product, but more just to get some hands-on experience with the technique. You can load the texture into your UV/Image Editor window and apply it so you can see in real time in Blender as you manipulate the mesh.Thank you very much for your help that is what i was figured like i said I stink at using blender or any other gaming style modeling I have always have worked with CAD and this was my first try at making mods even though I have used many in the past for my games. My models had over 200000 faces alone I will figure this out at some point even if it takes me all year but for now I am going to start working on additional artillery for the workshop more WW2 style stuff instead of the war of 1812 cannons from the game . Link to comment Share on other sites More sharing options...
Kikaimegami Posted March 6, 2016 Share Posted March 6, 2016 Well, you could theoretically use AutoCAD, since Outfit Studio can import fbx files, but that's something you'd have to do your own experiments with. Even then, you would have to keep in mind the vertex limit, so it's really less an issue of being unfamiliar with Blender, and more just getting used to making things for conversion to NIF. Plus you should also remember that not everyone's computer can handle crazy detailed things, so you should be keeping your polycounts in mind regardless and using the vanilla meshes as a guide to what polycounts are acceptable. I will definitely be keeping an eye out for that artillery :) I'd love different kinds to build for some variety, and I'm pretty garbage at making those kind of meshes. Link to comment Share on other sites More sharing options...
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