hartattk Posted January 11, 2009 Share Posted January 11, 2009 Hiya, Hello, Welcome. First off let me tell you what the mods all about, basically i wanna put more blades into FO3 as items that can be purched from a shop that i will create in the future or as quest items. I dont plan on putting the items into loot tables or letting NPC's use them as alot of the weapons are fantasy based and wouldnt fit into the look of the game. To find inspiration i searched my wallpaper archive (i horde pictures) for anything that looked interesting. So far iv come up with these. http://i448.photobucket.com/albums/qq203/hartattk/lotsaweapons.jpg Im completely new to modeling so im still learning alot, but so far this is how i go about making my models. I start by drawing a 2d scale image of the weapon in Google Sketchup 7 and then i slowly make it 3d. Then i import it into 3ds Max 2008, for some reason when i do this the model increases its size by 2503.9% (easily remedied though). This is where i get stuck though. I dont know how to use 3ds Max, thats partially why i use Sketchup and because i use CAD alot in my studies Sketchup is very familiar to me. I need to be able to make the textures for my weapons, but every tut iv read is either written in a way i cant understand or just states to make a UV map or normal map or specular map, it never actually says THIS IS HOW YOU PRODUCE A UV MAP.To anyone who can help in my quest to learn how to do this, i implore you to help. So far im finished the model of that really giant gold and steel broadsword (in pic above) and almost finished the model of the skinning knife from GITS SAC ep 10. Iv also started 3 others, but im going to wait until iv successfully implemented one model into FO3 before continuing with any more of the models. If this project all goes well i am also thinking of doing a fire arm version, i just dont want to have to experiment with animations just yet. Link to comment Share on other sites More sharing options...
Skree000 Posted January 11, 2009 Share Posted January 11, 2009 To produce a UV map you need to unwrap your model. Check out youtube for Unwrap tutorial, see what comes up! :) and get 3dsmax, you cant do any texturing in sketchup or cad, although they are good for industrial design, no texturing though Link to comment Share on other sites More sharing options...
jaysus Posted January 11, 2009 Share Posted January 11, 2009 the tutorials here are only describing the game specific procedures... max for example has an incredible help section of its own and as said before youtube is full of tutorials... thus there is actually no need to repeat the same thing again and again... uv mapping in max is usually done with the "unwrap uvw" modifier... look it up in the help or just experiment abitnormal maps can either be done by using nvidias normalmap filter for photoshop (easily used on the original texture) or even better by baking the texture of a high poly model in max try looking up the TESwiki aswell, it has lots of step by step tutorials for your problems id also suggest to forget about sketchup... just use spline modelling in max and youll be fine Link to comment Share on other sites More sharing options...
hartattk Posted January 11, 2009 Author Share Posted January 11, 2009 thanks everyone. I know that Max is the tool of choice when it comes to modeling but i only have about 2 weeks of holidays left and i want to get this mod finished and some TAFE assignment resits done before then so i dont wanna have to learn how to use Max more than i have to in order to get the mod working. ooo and jaysus, great work on all the new weapon mods :P big fan Link to comment Share on other sites More sharing options...
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