Jump to content

How to import content from 3DS Max into CK??


Tristan69

Recommended Posts

Woke up today to find the Skyrim Creation kit ready for download. Nice. After about 10 minutes of browsing the features I realised there is no support for importing content from 3D apps like 3DS Max (which I use).

 

If I can't introduce my own original content into the game then the CK is useless to me.

 

Why would Beth do this?

 

Does anyone know of a plugin for the CK that will allow us this functionality?

Link to comment
Share on other sites

Hey Guys,

 

I am a professional Concept and 3D artist looking to learn how to mod Skyrim. While the CK is pretty cool, it seems to offer little in the way of support when it comes to importing custom Meshes and textures into the game. I have reviewed the videos offered by the post above and while I found them relatively helpful, I do have a couple questions I need to ask. I apologize in advance as I'm sure a lot of these are no brainers to experienced or even low-level modders and I apologize further if this was covered in the post above and I simply missed it.

 

Questions:

1) I am assuming I am going to need maya/max, zbrush/mudbox, photoshop, and gambryo in order to begin this process. Are there any programs or tools I'm missing? if so, what functionality do they bring to the table?

 

2) I noticed that the gentleman in the video is importing .nifs directly into max. I have never been able to do this in Maya (the program I use) and turning a .nif into a usable mesh in maya is a real undertaking. Is there a plugin being used here? Is this just one of those "max is better than maya" issues? If it is, are there any known work arounds in maya?

 

I am sure once I delve deeper into the process I will have more questions, but I need to start somewhere.

 

Please note! I am willing to trade my art for knowledge. I am an experienced game artist who is capable of creating high quality 2d and 3d art and if someone is willing to work closely with me on how to get an item in game, I will happily create an item of their choice :) If you wish to take me up on this offer, please let me know and I will set up a consultation so we can work out a deal.

 

Thanks guys!

Link to comment
Share on other sites

yeah i was under the impression that we could use the CK to import and create new items, my CK isn't working and haven't had a chance to look at it. its gonna be a pain if you cant use the CK in that way : /

 

and Toughpup i also use maya, and it seems all the real support has been given to 3ds max : / when it comes to .nifs

Edited by Eman25th
Link to comment
Share on other sites

eman,

 

Unfortunately, It makes sense that we wouldn't get too much CK support when it comes to creating new meshes, textures, etc. A lot of liability there seeing as how so many programs are needed to create fresh content. I appreciate the help and it looks like I'll have to speak with a couple friends who are savvy with max....

 

Thanks again!

Link to comment
Share on other sites

So far nobody has came up with a concrete way to do it YET (and by this I mean importing static meshes into the game world) as far as I know. It is most likely going to be just as easy as it was for oblivion, hopefully atleast...

 

Sorry, what? While there is no "one-click" workflow, there are clearly new meshes, textures, even animations ported into the game without the help of the CK even. I've done several, including the anims. It's just that for the beginner, the workflow is still a bit .. complicated. The tutorial links should help.

 

Unfortunately NifTools's support for Maya is still lacking right now. Blender support is also behind. Technically 3ds max support is also behind, but the current plugin works ... sort of. You may want to visit http://niftools.sourceforge.net/wiki/NifTools for more info, or wait for one of the veterans (ThrottleKitty, etc) to come on.

Edited by jimhsu
Link to comment
Share on other sites

So far nobody has came up with a concrete way to do it YET (and by this I mean importing static meshes into the game world) as far as I know. It is most likely going to be just as easy as it was for oblivion, hopefully atleast...

 

Sorry, what? While there is no "one-click" workflow, there are clearly new meshes, textures, even animations ported into the game without the help of the CK even. I've done several, including the anims. It's just that for the beginner, the workflow is still a bit .. complicated. The tutorial links should help.

 

Unfortunately NifTools's support for Maya is still lacking right now. Blender support is also behind. Technically 3ds max support is also behind, but the current plugin works ... sort of. You may want to visit http://niftools.sourceforge.net/wiki/NifTools for more info, or wait for one of the veterans (ThrottleKitty, etc) to come on.

 

Thanks! Very helpful!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...