alphaskull Posted December 9, 2011 Share Posted December 9, 2011 (edited) sups ... i was wondering if theres a way to extract a mesh from the game with the unwrap.. cause trying to figure out how the unwrap is all layed out is kinda hard with only ingame referencing. Edited December 9, 2011 by alphaskull Link to comment Share on other sites More sharing options...
DiGiTALZOMBiE Posted December 9, 2011 Share Posted December 9, 2011 (edited) I use 3DS max but the same idea applies to whatever 3D software your using.(For max) firstly I downloaded the niftools pluggin so max could open the file type, then I extract the mesh from Skyrim using FOMM, open the .nif in max, apply a UV Unwrap modifier, hit edit and there are your UV's. Edited December 9, 2011 by DiGiTALZOMBiE Link to comment Share on other sites More sharing options...
alphaskull Posted December 9, 2011 Author Share Posted December 9, 2011 (edited) i did a color grid to see how its all layed out. seems its all one huge lazy way to save space and time. its all over layed unwrap to save space .. and so that other assets can share the texture. all this is just off the dresser texture page. this sucks cause you cant define edges for individual assets. check it out http://i806.photobucket.com/albums/yy347/alphaskull/TESV2011-12-0901-06-02-30.jpghttp://i806.photobucket.com/albums/yy347/alphaskull/TESV2011-12-0901-05-49-55.jpghttp://i806.photobucket.com/albums/yy347/alphaskull/TESV2011-12-0901-05-40-83.jpg Edited December 9, 2011 by alphaskull Link to comment Share on other sites More sharing options...
AdeptusAstrates Posted December 9, 2011 Share Posted December 9, 2011 Do I understand right?When you extract the meshes and import to max the UVs arent layed out already? Why is that?When I extract them, I import into NifScope and convert them to .Obj when I then import in Maya the UVs are all layed out nice and clean... Link to comment Share on other sites More sharing options...
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