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i just downloaded a 3d modeling program how would i start modding?


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Wow what a question. I mean I'm really not sure where to begin. To troll or ignore you would be inappropriate as you have at least taken the 1st step on the road to becoming a modder but you absolutely will not get your hand held through this. Sorry pal but the question is way too big. Here is a brief summary of my process. Maybe it will help maybe not.

 

1st learn to use whatever program you have downloaded. Learn to make it sing and dance. This should take at least 6 months. When you've got that come back for step 2.

 

Ok step 2 Conception. What the hell do i want to make? The process for weapons, armour, static meshes creatures are all very different and you'll need to search for tutorials for each one. Take this time to find pictures to inspire you. For example if you're making armour then image search sci fi armour and build a big portfolio of reference images. Find shapes that you like and think about how it will all fit together.

 

Step 3 make it. Using all the skills you acquired in step 1 model and texture your idea. You will need vanilla meshes if only for size reference to work around. After that you need to rig and export your mesh in the appropriate file format. Again how you do this really depends on what you want to make and what software you're using to make it.

 

Step 4 the CS spend another month or so getting familiar with the CS and how to set up your custom whatever in it. Expect it to fail. Again and again and again until you finally get it. There will be a lot of little jobs here that you didn't plan for either but just take it on the chin and keep going.

 

Step 5 release. Release your 1st substandard mod and be proud. I'm not joking your work probably won't be great but that's fine. Welcome to the world of digital art and video game modding. You are going to bust your ass and pull out your hair again and again and again and you will never be satisfied with anything you create.

But guess what... Stick at it and you're gonna get good and you're gonna see things in your mind and realise them in the game. You'll get the occasional YouTube review and some nice comments along with a bunch of requests and suggestions you didn't ask for from people who cant even be bothered to try this. So come in, come all the way in. You are on the edge of a rabbit hole that drops down into infinity.

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Step 5 release. Release your 1st substandard mod and be proud. I'm not joking your work probably won't be great but that's fine. Welcome to the world of digital art and video game modding. You are going to bust your ass and pull out your hair again and again and again and you will never be satisfied with anything you create.

But guess what... Stick at it and you're gonna get good and you're gonna see things in your mind and realise them in the game. You'll get the occasional YouTube review and some nice comments along with a bunch of requests and suggestions you didn't ask for from people who cant even be bothered to try this. So come in, come all the way in. You are on the edge of a rabbit hole that drops down into infinity.

 

Amen. I just wanted to second this.

 

I'm a scripter with virtually no 3D design skills or background, so most of the mods I do are in game mechanics. But what the good sir says here about releasing mods is absolutely on target, no matter what sort of mod work you do. Whatever your project is, narrow it at first to the smallest subset that you can release as a playable whole. If that means a simple gun with no mods at all and haphazard textures, then so be it. But get something playable done and out the door. Don't spend the next two years refining your Great Work, only to release it to the sound of crickets - get something out as soon as you humanly can.

 

Once you have something playable, you have something that you can make better. Once you have something that OTHER people are playing - even if they know that it's crude and unfinished - you have something that will start generating objective feedback, not to mention helpful ideas and suggestions. So release early and release often.

 

Get. It. Out. The. Door.

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Seems a bit obvious that the first thing you'd do is learn how to use the 3d modelling software you've got, but only if you actually intend to create new meshes for the game.

Also, you have to understand that you'll need to learn how to use numerous different pieces of software (which ones is dependant on the kind of mods you want to make. I've added a list at the bottom)

Secondly, actually knowing what kind of mods you'd like to make would help you set out a 'road-map' for how you'll get from being a complete beginner to being able to make mods.

Thirdly, start off small. Cannot emphasize that enough! Being over-ambitious is a mistake that a lot of people make, and will only lead you down the road of disappointment.

You have to learn how to walk, before you can run. That large quest mod that's been fermenting in your brain cells will have to wait. Also, having a number of mods to your name lends some credibility when you inevitably stumble into problems you can't solve.

Forth, this won't happen overnight, and will involve many months & years of frustration, scouring the internet for info, reading tutorials, familiarizing yourself with the software you'll use and doing a ridiculous amount of research.

Failure is a large part of learning how to make mods, so if you can't accept that, then maybe it's not for you. This forum is a good place to find info, but...

Fifth, don't expect any hand-holding. There are plenty of mod authors that are willing to help out with advice when you've come across a roadblock & have exhausted all other avenues, but no one appreciates it when someone asks for help regarding something that it's easy to find a solution for just by doing a simple search via youtube, google, or the Nexus forums.

Software that you'll need to become familiar with (not all will be applicable, as previously mentioned it depends on what kind of mods you want to make, and there will be others that you'll have to use)

Creation Kit.

Nifskope.

Material Editor.

F4SE.

Photoshop or GIMP.

Blender or 3dsMax.

FO4Edit.

 

Personally, I'd recommend you start off really small. Learn how to alter textures (side effect is that this helps you get used to using PS or GIMP)

 

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Edited by AGreatWeight
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