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Thorgal's armor


Hermoor

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Hello I'm making a custom armor for Skyrim. Here is my progress so far:

http://i39.tinypic.com/2m6722a.png

http://i42.tinypic.com/24lo27c.png

 

It's 576 quads which means I would be able to double the face count. The thing is I have no idea how to improve it. Maybe I could make the white more furry. Anyway it has come to the point of me wanting to see how it deforms inside the game, I'm not going to texture it before I have seen it deforms well inside the game. So i wonder if there is anyway to see it inside the game?

 

I'm not a modder I just know how to model and draw and would therefore appreciate if if instead of trying to explain to me how to do it, someone could help me do it :) I also know I need to have two versions for the armor, one armor that is scaled big and one that is scaled smaller, in order for it to fit the resized armor inside the game. So yeah anyone who could help me see it in the game? Also I would appreicate criticism on the model itself. Maybe you could point out flaws. As you can see the belt going over his torso isn't connected to the torso itself. It's very messy connecting it and maybe I don't have to?

 

Here is the reference for the armor:

http://comicbookjesus.files.wordpress.com/2011/02/thorgal-et-valnor.jpg

 

Thanks :thumbsup:

Edited by Hermoor
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You don't need the armour in game to see how well it deforms, you can do that in your 3d program. The thing is with armour is, it's not a static object and needs to be rigged to a skeleton but I guess you knew that right?

 

Before you do that though, you'll have to import a skyrim upper and lower body (if they still do them separate) as well as a skeleton. The body parts so you can see how well your armour fits NPC's and adjust if necessary (which I'm sure you'll have to do) and the skeleton so you can rig your mesh to it. If you don't paint your weights it wont show up at all in game or it will be stretched all over your screen. During the weight-painting process you should have your skeleton in extreme poses anyway, so then you can see how well it deforms. Also if you don't have any texture what-so-ever it won't show up in-game either so you'll have to apply basic UV mapping and assign a basic texture to it before exporting. Open it up in nifskope, tweak it. Then you'll need the creation kit to put it in game. I think there are workarounds for getting new items in-game because the creation kit hasn't been released yet but I've never tried any of them.

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I'm a modeller and texturer foremost. I know nothing about modding and tbh I'm not so interested. I'm not sure how I'm suppose to see how it deforms from inside the modeling program I'm using since I'm going to use the skeleton that is already in the game. I'm not planning on making a new rig with new animations if that is what you think. That is why I modelled the armor after another armor. Now I want to see how well it deforms to the rig that is already being used inside the game. Thing is I have no idea how to do this and would really prefer to have someone who knows the modding aspect of skyrim to help me.

 


  •  
  • Like I have two choices, spend 6 hours figuring out how to see my armor ingame.
  • Send the model to someone that can do it in minutes.

If no one has figured it out yet and we need the creation kit...then I guess I'll have to wait :)

 

EDIT: Yeah I might have to add more loops to the shoulders. You mean the fur or the shirt that is under the fur or maybe both?

Edited by Hermoor
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Maybe both, but the shirt mosdef

 

I'm a modeller and texturer foremost. I know nothing about modding and tbh I'm not so interested. I'm not sure how I'm suppose to see how it deforms from inside the modeling program I'm using since I'm going to use the skeleton that is already in the game. I'm not planning on making a new rig with new animations if that is what you think. That is why I modelled the armor after another armor. Now I want to see how well it deforms to the rig that is already being used inside the game. Thing is I have no idea how to do this and would really prefer to have someone who knows the modding aspect of skyrim to help me.

 


  •  
  • Like I have two choices, spend 6 hours figuring out how to see my armor ingame.
  • Send the model to someone that can do it in minutes.

If no one has figured it out yet and we need the creation kit...then I guess I'll have to wait :)

 

You can use the skeleton that you are rigging to, to test your rigging on. You're going to be going about it in a VERY long draw out process to get final skin deformation when you have to get it in game to test all the many changes you will inevitably need to do to get good skin deformation< more so if you are less of a rigger and animator.

 

Just make a quick rig on the skeleton and grab some helpers and IKs and see what happens to your mesh. If you don't have some basics of creating controllers and wires, I would recommend looking into it. You could be testing all your rigging in scene, allowing you to get good skin because you can actually see wth is going on in real time from all angles, saving you hella time.

 

THAT said you will still test in game and then spot bad deformation even after all that and need to come back and fix some weights and re-export the whole thing again. twice. And then the 1st person models. :tongue:

Edited by Ghogiel
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Maybe both, but the shirt mosdef

 

I'm a modeller and texturer foremost. I know nothing about modding and tbh I'm not so interested. I'm not sure how I'm suppose to see how it deforms from inside the modeling program I'm using since I'm going to use the skeleton that is already in the game. I'm not planning on making a new rig with new animations if that is what you think. That is why I modelled the armor after another armor. Now I want to see how well it deforms to the rig that is already being used inside the game. Thing is I have no idea how to do this and would really prefer to have someone who knows the modding aspect of skyrim to help me.

 


  •  
  • Like I have two choices, spend 6 hours figuring out how to see my armor ingame.
  • Send the model to someone that can do it in minutes.

If no one has figured it out yet and we need the creation kit...then I guess I'll have to wait :)

 

You can use the skeleton that you are rigging to, to test your rigging on. You're going to be going about it in a VERY long draw out process to get final skin deformation when you have to get it in game to test all the many changes you will inevitably need to do to get good skin deformation< more so if you are less of a rigger and animator.

 

Just make a quick rig on the skeleton and grab some helpers and IKs and see what happens to your mesh. If you don't have some basics of creating controllers and wires, I would recommend looking into it. You could be testing all your rigging in scene, allowing you to get good skin because you can actually see wth is going on in real time from all angles, saving you hella time.

 

THAT said you will still test in game and then spot bad deformation even after all that and need to come back and fix some weights and re-export the whole thing again. twice. And then the 1st person models. :tongue:

Umm no I hope this won't be that painful. I'm not going to have to weight paint anything right? I'll just replace the mesh of another armor and put automatic weights on it in some program? Then put it in the game and see if I have to add more loops or geometry to make it deform well. I repeat I'm not going to weight paint or rig anything. I HATE WEIGHT PAINTING AND RIGGING STUFF. :P

 

No but seriously I hope it's not that painful to put a armor inside this game. As for first person view. What exatctly is first person view? It's like his arms? His shirt doesn't seem to be that long so I don't thnk it will be seen in when he draws a bow or swings a sword. Is there any way for me to get the model inside now or do I have to wait until that program comes out?

 

EDIT: If I get this right, I'll need:

 

One armor that he will wear.

One armor that will be dropped when he drops his armor on ground.

One model that is displayed in the inventory (Maybe same as the one he is wearing)

One for first person view...which probably only will be a tiny bit of his shirt.

Edited by Hermoor
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  • 1 month later...

So any news on how to get the armor inside the game yet?

 

 

Hello there

 

I am currently working on a custom armor myself and am in a similar situation, im a modeler and general 3d artist and would like to keep having to wrestle with the technical stuff to a minimum , especially now since no official tools are out there, I dont really want to spend the time to learn how to get my models in now if the process will be changing in the next few weeks. but in my research ive come across a few pretty good resources.. this one i think being the best so far...

 

http://www.skyrimnexus.com/downloads/file.php?id=3746#content its a pretty thorough step by step tutorial even for inexperienced moders.

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