DirTek Posted June 19, 2008 Share Posted June 19, 2008 Hi This is how it started, Browsing the internet at will I found a site with some nice free 3d models. I downloaded some (about 100 :whistling: ). The models are for helmets, weapons and 2 cuirasses. After a few days I decided to import them into Oblivion. So after hard reading of tutorials (about 4 hours :rolleyes: )and creating a custom texture for it I managed to get a helmet into the game.The problem is: -In Blender the helmet has an "inside"-In NifSkope the "inside" is invisible The question is:WHY????? When I look at my character it seems as the interior of the helmet is....invisible. I noticed that the vanilla ones have the texture aplied to the interior as well. Can anyone guide me (or redirect me to a tutorial) on how to make the helmet look...realistic??? Thanks in advance, Cheers :thumbsup: Maafiaman P.S. This is the screenshot of my helmet...you can notice the black "inside" http://img517.imageshack.us/img517/8225/newhelmrk2.th.jpg Link to comment Share on other sites More sharing options...
LHammonds Posted June 20, 2008 Share Posted June 20, 2008 Normally, you want two planes to give it a "thickness" rather than seeming paper thin. You then make sure the normals are facing outward and you don't have to worry about seeing through the opposite side because the outside should always be facing outside. The problem with a single plane is that normally, textures are only applied to one side. Looks good one way but if you see it from the "wrong" angle and see the backside, it is invisible and you see right through it. A quick fix in this scenario would be to modify the NIF file in NifSkope after you've exported the model. Right-click the NiTriStrip of the problem model, Node --> Attach Property --> NiStencilProperty. In the details window, select the "Draw Mode" and change the value from "DRAW_CCW_OR_BOTH" to "DRAW_BOTH", save the NIF. TIP: Be very weary of "free" models you download from those sites as most of them are unfinished or designed for rendering and would normally need to be completely re-designed for game usage. A few are "game-ready" models but very few. LHammonds Link to comment Share on other sites More sharing options...
DirTek Posted June 20, 2008 Author Share Posted June 20, 2008 In the details window, select the "Draw Mode" and change the value from "DRAW_CCW_OR_BOTH" to "DRAW_BOTH", save the NIF. LHammonds I can't seem to find the Details window :confused:. Here's a screenshot with my NifSkope (version 1.0.11). Maybe you can show me where to find it :D :whistling:. http://img514.imageshack.us/img514/7325/nifskopeek2.th.jpg Thank you, Cheers :thumbsup: Maafiaman Link to comment Share on other sites More sharing options...
LHammonds Posted June 21, 2008 Share Posted June 21, 2008 F2 and F3 toggles the tree window and the details window (I usually turn them off quickly to get screenshot views) ;) LHammonds Link to comment Share on other sites More sharing options...
DirTek Posted June 21, 2008 Author Share Posted June 21, 2008 YAY!! Thank you very much...it worked :D Now the helmet is looking NICE :D Cheers :thumbsup: Maafiaman Link to comment Share on other sites More sharing options...
DirTek Posted June 22, 2008 Author Share Posted June 22, 2008 Need a little more help. I just finished editing a vanilla helmet (steel one to be more exact) and I want to add 2 shaders that would look like glowing eyes...but...I don't know how to do it. Can some1 help me? or atleast post a link? This is a pic of the helmet. NOTE: I am going to change the UV map and the texture so don't go like "The texture sucks" http://img299.imageshack.us/img299/6286/helmetbl6.th.jpg Also you can see the neck because it's gonna be a full helmet (goes in head slot) ;) Thanks Cheers :thumbsup: Maafiaman Link to comment Share on other sites More sharing options...
LHammonds Posted June 23, 2008 Share Posted June 23, 2008 I would simply add two eyeball meshes and configure the material properties of the eye balls (which point to a different texture file) with a colored specularity material. You can also set the specular material to white and then create a glow map file to define what you want to glow on the texture if you do not want the whole thing to glow or if you want multiple colors to glow. LHammonds Link to comment Share on other sites More sharing options...
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