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


Tristan69

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I'd be happy to share what I know. Skinned meshes like bows and armour are, for the moment, restricted in their usability unless you have max. Static meshes like swords however, appear to be easy. Collision meshes are still a little sketchy, but I'm going to be experimenting with them later on today, I'm trying to build (and write a tutorial for) custom bows. So far, the best combination of tools seems to be 3DS Max+niftools plugin, Photoshop or Gimp+Nvidia DDS tools for texturing, and finally nifskope for object management. So specifically which bits would you like to know about? Edited by LordBishek
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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!

 

I'd be happy to share what I know. Skinned meshes like bows and armour are, for the moment, restricted in their usability unless you have max. Static meshes like swords however, appear to be easy. Collision meshes are still a little sketchy, but I'm going to be experimenting with them later on today, I'm trying to build (and write a tutorial for) custom bows. So far, the best combination of tools seems to be 3DS Max+niftools plugin, Photoshop or Gimp+Nvidia DDS tools for texturing, and finally nifskope for object management. So specifically which bits would you like to know about?

 

Are you using Maya? Do you know of workflows for copying Maya data to Max (including Verts/ Vert Weights/Bones, etc)?

Edited by LordBishek
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Look here Tristan

Thanks d_thumb, just had a quick look over the tutorial. While it doesn't look too difficult to add to my workflow, it ticks me off that Bethesda originally claimed that the CK was the same as what they had used to design the game and yet there is no straight forward way to import skinned meshes. I really had high hopes of creating completely custom alien/fantasy environments - things of real beauty and wonder...

 

Anyway, not much I can do about it so I will get on with it and do the best with what we've got. :D

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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!

 

I'd be happy to share what I know. Skinned meshes like bows and armour are, for the moment, restricted in their usability unless you have max. Static meshes like swords however, appear to be easy. Collision meshes are still a little sketchy, but I'm going to be experimenting with them later on today, I'm trying to build (and write a tutorial for) custom bows. So far, the best combination of tools seems to be 3DS Max+niftools plugin, Photoshop or Gimp+Nvidia DDS tools for texturing, and finally nifskope for object management. So specifically which bits would you like to know about?

 

Are you using Maya? Do you know of workflows for copying Maya data to Max (including Verts/ Vert Weights/Bones, etc)?

I have never tried to move that sort of information between Maya and Max but I think to export as an FBX file would be your best bet.

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Proprietary issues... I think an official mesh/texture converter has been on every nexus modder's wishlist past and present lol.

 

I'm super rusty with anything 3D right now so the only help I can give is direct you to the people who know what they're doing :tongue:

 

Nexus 3D Modeling Subforums for new plugins and calls for help with conversions. Good Luck and I hope to see your mods soon! :thumbsup:

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I think when Bethesda say "Every tool" they mean "every proprietary tool" that they are legally allowed to release.

 

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!

 

I'd be happy to share what I know. Skinned meshes like bows and armour are, for the moment, restricted in their usability unless you have max. Static meshes like swords however, appear to be easy. Collision meshes are still a little sketchy, but I'm going to be experimenting with them later on today, I'm trying to build (and write a tutorial for) custom bows. So far, the best combination of tools seems to be 3DS Max+niftools plugin, Photoshop or Gimp+Nvidia DDS tools for texturing, and finally nifskope for object management. So specifically which bits would you like to know about?

 

Are you using Maya? Do you know of workflows for copying Maya data to Max (including Verts/ Vert Weights/Bones, etc)?

I have never tried to move that sort of information between Maya and Max but I think to export as an FBX file would be your best bet.

 

Thanks mate, but I was asking for his benefit, not for mine :D

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