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Your preferred programs for modding Fallout 4(3D modeling & Texturing)?


fftfan

Your preferred programs for modding Fallout 4?  

17 members have voted

  1. 1. Which is your preferred program for 3D modelling?

    • 3DS Max
      4
    • Maya
      2
    • Zbrush
      1
    • Blender
      6
    • Other (I'd be interested to read about your preferred choice!)
      4
  2. 2. Which is your preferred program for painting new textures?

    • Photoshop
      8
    • Gimp 2.0
      5
    • Adobe Illustrator
      1
    • Corel Painter
      0
    • Other (I'd be interested to read about your preferred choice!)
      3
  3. 3. What is your specialization as a modder?

    • Creation Kit: Making quests and new/modified locations
      2
    • Scripting/Programming: Expanding gameplay possibilities through Script Extender or other modding utilities(Stuff like Transfer Settlements/Sim Settlements/Looksmenu)
      2
    • 3D Modeling: Weapons
      5
    • 3D Modeling: Outfits & characters
      4
    • Texturing: Creating new high quality textures
      7
    • Re-texturing: Modifying existing textures to improve or change their style
      8
    • Animating: Poses and other animation changes
      2
    • Other
      5


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In Max use ALt+W to switch between 4 screens mode and 1 active full screen perspective. By editting I meant just working with textures. Adobe Illustrator is for vector graphics. I can`t see any point in using it for textures. Maybe only if you want to create some cartoonish posters with the vault boy. But importing existing images would be not be easy. And you would still have to use Photoshop or Gimp to import/export .dds.

Good luck with learning! I find making mods to be a kind of game that is more challenging and rewarding than the real game.

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Creating textures isn't too hard once you get the UV map done, it just depends what quality level you're going for. GIMP will work just fine for it, for brand new ones or editing existing ones. You just have to get the .dds and normal map plugins for it. Alternatively Photoshop CS2 is supposedly free now, which might have support for those built in, but I'm much more familiar with GIMP at this point so I stick to it.

That's probably the tricky part. I just want something that'll fit right in in Fallout 4 & Skyrim quality wise. I'd say the goal is for it to not look stupid if somebody wears the outfit in Diamond City or Whiterun like who is this clown with the crayon outfit and the weapon out of Minecraft.

 

 

 

I find making mods to be a kind of game that is more challenging and rewarding than the real game.

This. If you stick with it long enough, you'll have a hard time stopping, even when it gets frustrating and you kinda hate it.

 

I think I'll get hooked once I can make the kind of stuff I want. It's a bit frustrating being stuck since there's tons of Fallout 4 mods I can try plus a bunch of other games I can play so it can get frustrating doing "nothing"(ie spending time in the programs but nothing in the way of results being outputted). It'll be really awesome when there's a tangible sense that if there's stuff I want I can simply just put it in game after x amount of hours. It might be a personality thing since in a game like World of Warcraft I could anticipate rewards if they were fairly certain like faction rep rewards but I don't feel motivated when the only things to go for are say a ~5% drop chance. Similarly I greatly dislike the recent trend in games to add lootboxes, it's cool when it's limited to cosmetic stuff but I hate the idea of locking actual progression behind it(Middle Earth Shadow of War & EA's Star Wars Battlefront 2).

 

I find not many people are making anime mods anymore. Maybe it's because of the people who complained about anime mods but I think it'd be more accepted if the modder adapts it to FO4 artstyle. As in, few people are going to want to add cell-shaded style models into their game as it'll visually clash with everything else in the game. I think the trick is to take things a step further and add realistic material detail rather than leaving the clothing as a mostly solid color like is normal in anime games since they use cell shading. I'd seen some Naruto mods on Skyrim Nexus but I didn't add them even as an anime fan since they were mostly solid colors, resembling stuff from Ultimate Ninja Storm. They'd just look weird next to other NPCs in Skyrim but maybe it'd be different if there were material details similar to the original clothing in Skyrim. I was thinking about what I'd want for a stealth character since I hadn't made one and I'd like to make Kakashi or Itachi. Although maybe I'd put Itachi in Fallout 4 too since his VA is actually in Fallout 4.

 

I was a fan of classic JRPGs but now my interest has shifted towards certain anime series.

 

http://fallout.wikia.com/wiki/Brooks

 

I found it funny hearing Itachi Uchiha as a shopkeeper, noticed him right away first visit to Far Harbor. Maybe I should make a Brooks replacer featuring him as a fan of a certain character

 

 

I wonder how people make hairs? If I can get UVs going good maybe I can try making a hair that uses an existing texture. Some of the ones in the Fallout 4 hair packs are just unbeatable IMO.

 

 

In Max use ALt+W to switch between 4 screens mode and 1 active full screen perspective. By editting I meant just working with textures. Adobe Illustrator is for vector graphics. I can`t see any point in using it for textures. Maybe only if you want to create some cartoonish posters with the vault boy. But importing existing images would be not be easy. And you would still have to use Photoshop or Gimp to import/export .dds.

Good luck with learning! I find making mods to be a kind of game that is more challenging and rewarding than the real game.

Thanks! I was in Max a little bit but was getting a headache trying to use quarter screen. I like using guides but I also like just seeing what I can do, that way if I get sudden idea I can go right in to just try it.

 

I see about Illustrator, probably isn't anything of any usefulness or interest to me.

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