asdasdsuper Posted June 26, 2009 Share Posted June 26, 2009 Sounds painful mah man. I didn't even know you gave up on this, and ive been tracking for what? 4 months i dunno. I'm no good at Max, but i know how it feels with skinning. BF2 was a bloody mess with new weapons. Link to comment Share on other sites More sharing options...
Baelkin Posted June 26, 2009 Author Share Posted June 26, 2009 Well skinning itself is not so bad, it's just annoying that I can't get the mirroring tools to work proper. It makes it take far longer than if I could just do one side and then mirror it over and make minor adjustements. Link to comment Share on other sites More sharing options...
Baelkin Posted June 27, 2009 Author Share Posted June 27, 2009 Breakthrough Update - I got the damn thing to work in-game as intended. Now I just need to tweak the pauldrons so that they follow the movement of the arm better rather than just being tacked onto the clavicle bones and I should be all done with rigging the model. Once I'm done with that I have to re-do a little of the detailed model (mainly on the arms and stomach), rebake the normal map, render a color-coded diffuse map, export the UVW templates and bake a new set of specular maps to go with the model. While it sounds like a lot of work, it's *nothing* compared to the trouble I've had with rigging the thing, because compared to NifSkope, 3dsMax is a kitten to work with (A housebroken kitten at that). Anyway, here's two screenshots of how it looks in-game - it might be a little difficult seeing all the details because it uses the Combat armour texture, but since I don't have a proper texture for it yet it'll have to make do: http://i425.photobucket.com/albums/pp337/Baelkin/Cerberus-Armour-working-Front.jpg http://i425.photobucket.com/albums/pp337/Baelkin/Cerberus-Armour-working-Back.jpg Link to comment Share on other sites More sharing options...
Expresate Posted June 28, 2009 Share Posted June 28, 2009 Looks great, glad to see you got it to work. What color are you making it? Matching it with the helmet? Link to comment Share on other sites More sharing options...
Feltorn Von Dentai Posted June 28, 2009 Share Posted June 28, 2009 Glad to see this is still bieng worked on :) Link to comment Share on other sites More sharing options...
Baelkin Posted June 28, 2009 Author Share Posted June 28, 2009 Looks great, glad to see you got it to work. What color are you making it? Matching it with the helmet? Yep, going to match it with the helmet initially. I probably won't spend so much time on the textures themselves as my skills at making textures are limited, but at least then the "basic product" will be released and people more skilled than I can create better textures for it if they feel like it (Or I can convince someone that it'd be a good idea). :happy: Edit: Still need to add decap and PipBoy support before texturing, so I still have to juggle around with some skin-work before I can make the final .nif. Link to comment Share on other sites More sharing options...
Expresate Posted June 29, 2009 Share Posted June 29, 2009 I can't believe I just realized this is what you're making. Link to comment Share on other sites More sharing options...
Baelkin Posted June 30, 2009 Author Share Posted June 30, 2009 Psshh, no wonder Bethesda can keep their texture files in 1024 x 1024 format - mirrored model areas like the arms and legs are overlapping on the UV, using the same texture map space. Considering both arms and legs on my model are mapped separately, I think I'll bump the texture size a notch and use 2048 x 2048. It will probably impact system performance in some small, miniscule way, but considering that the alternatives are remapping the UV or compromising on texture quality, I think it'll be the best choice in the end. Besides, it's not like people will mind a few more MBs on their harddrives and if double texture sizes are enough to choke the system it can probably barely run Fallout 3 in the first place. ;D Link to comment Share on other sites More sharing options...
Expresate Posted June 30, 2009 Share Posted June 30, 2009 "will be released and people more skilled than I can create better textures for it if they feel like it (Or I can convince someone that it'd be a good idea). happy.gif" You might want to take a look at Drag0ntamer. He's great at high res textures. ... and textures in general. Link to comment Share on other sites More sharing options...
CanadaMan7 Posted July 1, 2009 Share Posted July 1, 2009 Or 4Aces. He's fantastic at texturing as well, and has released a bunch of high end texture replacements. Link to comment Share on other sites More sharing options...
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