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Looking for comodder to help with armorimport


luddemann

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First of all, check out my stuff at blog: http://forums.nexusmods.com/index.php?/topic/881853-luddemann-blenderblog/

 

I have tried unsuccessfully to import my armors into the game several times. With all my schoolwork and my job, I haven't got that much time for modding. I feel like I should do what I'm good at with the little free time I got instead of smashing stuff due to the frustrations of trying to learn how to import the gear into the game. So I need somebody to take the models from blender to nifscope to creation kit and finally into the game. You can host the file on the nexus if you wish, I font really care as long as my babies will see the light of day :) If you are interested, please pm me.

 

Here's a quick photo of ONE of my armors, for the people who are too lazy to click the link ;)

http://i426.photobucket.com/albums/pp350/bamsemisbruker/captain_zps2845e532.jpg

Edited by luddemann
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If all the models and textures are done it should be that hard to get them into the game. I'm not sure how far along the process you are but I've manually integrated different armor mods into the one I'm working on now. Really it isn't so hard. Although getting them into leveled lists without causing conflicts might be. You may want to ask authors from different armor mod compilations (or armor mods in general from authors who release a lot of lore-friendly armors) for help and reference this thread.
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I have other commitments, so I wouldn't have the time. I'm just suggesting you may have better luck asking like-styled/minded authors on the nexus directly via PM, as mod author forums aren't as frequently visited in my opinion.
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  • 4 weeks later...

I've got to say I really like your work, you obviously have talent and a passion for modeling / texturing. I do though think it would be worthwhile to follow through with the whole process of getting them into game, especially if you're at all thinking of following a career as a game artist. There are a lot of requirements & constrictions of the modeling process that only become apparent after it's put in game (poly count, weight painting, clipping, interplay of texture maps etc.). I've had to learn this myself through endless and often torturous days/months of trial & error, tutorials, and forum pleas for help. There are so many things you don't discover until the asset is actually in game that it's almost painting in the dark until you do. Things like how does the in-game lighting affect my diffuse / spec / normal maps? Does the weight painting look natural in all animations? How well does it scale with the weight slider? Are the pieces compatible with other armor pieces?...and on and on. Once you go through and get your workflow down you'll be taking these things into account from the start instead of trying to troubleshoot and backtrack all the work you've already done.

 

The problem with creating assets to hand off to someone else to put in game is also the cold hard truth that no matter what, the mesh & textures will need to be adjusted and tweaked long after you initially get them in game. Sometimes endlessly. You'll be flipping back and forth between 4+ programs and the game itself and making any needed changes. It's therefore very impractical, if not impossible, to avoid this grueling part of the process.

 

But take heart, you're already way ahead of the game judging by your modelling and texturing skills and if you have a real desire to continue either as personal art or as a career you should find it all worth it. I really hope you do get your work in game as it is some of the best armor designs I've seen.

 

Good Luck!

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