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Posted by LHammonds on 17:12, 17 June 2008

This small tutorial will show you how to create a normal map from a high-poly model for use on a low-poly model.

Following these steps, you could easily save the Ambient and Displacement maps as well.

Before using this tool you will need to have the following ready:

- Low-Poly .OBJ version of your model along with UV Maps already defined.
- High-Poly .OBJ version of your model (No UV Map necessary).

Details
16 Images in PNG (Portable Network Graphics) format.


General Steps of the Tutorial
1. Export your models to .OBJ format
2. Load each OBJ into MeshMapper
3. Configure desired texture settings and generate the images
4. View the results in real-tim ...

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Posted by Dhilar on 14:28, 7 March 2009

Autodesk Softimage Mod Tool

The Autodesk® Softimage® Mod Tool software is a free version of Softimage for non- commercial game creation. It was designed for use by anyone needing a powerful 3D application to make and mod games.

Mod Tool is built on the same powerful Softimage 3D engine used by leading game companies like Valve, Lionhead Studios, Pandemic, Konami, CAPCOM, and more. With Mod Tool, you can create original games for PC and Xbox 360 using the Microsoft XNA toolset, or create mods for games like Crysis and Half Life 2. It's the easiest way to start making games.

More under:
http://www.softimage.com/products/modtool/

XSI Documentation:
http://softimage.wiki.avid.com/xsi ...

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Posted by LHammonds on 21:43, 25 June 2008

Blender Version: 2.46
Blender NIF Scripts Version: 2.3.3
PyFFI Version: 0.10.9
NifSkope Version: 1.0.10

Add a cylinder collision model for the length of the sword (normally the handle and blade)
[list=1]
[*]Place the 3D cursor at 0,0,0 by pressing Shift + C and press 1 to set your view to the Front.
[*]Press SpaceBar --> Add --> Mesh --> Cube
[*]Press F9 (Editing View), change the Mesh (ME) and Object (OB) name from "Cube" to "Cylinder"
[*]Press F7 (Object View), change Drawtype from "Shaded" to "Bounds" and the dropdown under Draw Extra from "Box" to "Cylinder"
[*]Press 3 (Right View), press R, 90, ENTER which will r ...

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Posted by LHammonds on 17:06, 19 October 2009

Here are some tips I thought I'd share that I find myself using on a regular basis.

TAB = Quickly switch between Object and Edit mode.
Z = Quickly switch between solid and wireframe view.
SHIFT + Z = Quickly switch between shaded and wireframe view.
ALT + Z = Quickly switch between textured and wireframe view.
Numpad . = Center view / rotation axis and zoom in on selected object.
Numpad 1 = View Standard Front.
CTRL + Numpad 1 = View Standard Back.
Numpad 3 = View Stanard Right.
CTRL + Numpad 3 = View Standard Left.
Numpad 7 = View Standard Top.
CTRL + Numpad 7 = View Standard Bottom.
1 = View Layer 1.
2 = View Layer 2.
SHIFT + 1 = Add/Subtract View Layer 1 to curre ...

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Posted by LHammonds on 16:12, 5 June 2008

Description:
This is a very basic tutorial to show you how to take a custom helmet model and get it into Oblivion.

This tutorial assumes the following:
[list]
[*]You are somewhat comfortable navigating in Blender.
[*]You know how to create UV Maps in Blender.
[*]You know how to create items for sale in the Construction Set.
[/list]

Related items not covered in this tutorial:
[list]
[*]Creating an EGM file to allow the helmet to conform to odd-shaped faces (Conformulator Tool)
[*]UV Mapping
[*]Model creation and design
[*]Full helmets vs Open-faced helmets
[*]Creating plugins to place the item(s) in the game.
[/list]

I use the following versions ...

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Posted by LHammonds on 06:54, 29 August 2008

Name: How To Make Swords With Scabbards
Version: 1.0
Date: 8/29/2008
Category: Tutorial
Requirements: Blender and the fundamentals of using Blender
Author: LHammonds
Source: http://www.tesnexus.com/downloads/file.php?id=12248

Please download the file called "Sword Scabbard Tutorial" that is attached to my Blender page which contains the examples files mentioned in this tutorial.

Software used in this tutorial:

- Blender 2.47
- Python 2.5.2
- Blender NIF Scripts 2.3.7
- PyFFI 1.0
- NifSkope 1.0.12

DESCRIPTION

This tutorial will step you through the process of how to create a sword with a functioning scabbard.

It has b ...

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Posted by bben46 on 21:26, 22 September 2009

A way to have 2 Oblivions on your computer at once.
By bben46

These instructions are written using Windows XP and also using the default path for the game. If you use Vista or Win7, or you have not used the default path for installing the game, your path names will be slightly diferent.

Bethsoft made it impossible to actually have 2 copies working on the same computer. So, I had to devise a work around. The reason it is impossible is when you install Oblivion, it puts entries in the Windows registry that refer to a particular copy of Oblivion in a specific place. Installing it in a new place will just replace those entries and point to the new copy making the original useless.

If you want to play Oblivi ...

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Posted by Nicoroshi on 15:40, 24 December 2008

Nicoroshi's way of using Windy's Bow Morph method:

Source: BethSoft Forums
Date: Apr 4 2008
Credit: Thanks to Windy for her original tutorial.
Requirements:
- 3D Modeling tool like 3DS Max or Blender
- NifSkope 0.9.6 (and not a release any newer than this)

The way I do it:

1. Create a model of the bow at rest

2. Save the model as a .obj file "filename"

3. (without even closing the 3D editor window during the first two steps) I move the vertices into the morphed position

[HINT] I make my string with vertices at the top, middle and bottom so morphing the string only requires pulling the middle vertices back (in Max it's 3 1/4 squares approx) ...

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Posted by J3X on 13:32, 22 July 2007

How to make animated weapons tutorial:

1. Download \"The Rotating Mace\" mod from here.

2. Open your weapon and the Rotating Mace in Nifskope.

3. Create a new NiNodeand make it child to the mother node (0), name it eg. Moving.

4. Place all NiTriStrips you want animated under your newly created node named Moving.

5. Copy the NiTransformController from the Rotating Mace. Paste it in your weapon.

6. Change your NiNode named moving\'s Controller to the number of the NiTransformController (eg 39).

7. Open the NiTransformController, change it\'s target to the moving blocks number (eg. 38).

8. If you want to change the animation change the NiTransf ...

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Posted by LHammonds on 03:43, 14 June 2008

Name: Blender: Import / Export Armor
Version: 1.0
Date: 6/14/2008
Category: Tutorial
Requirements: Blender 2.46+, Blender NIF Scripts 2.3.3+, Python 2.5.2+, PyFFI 0.10.9+, Full Human Male and Female Topless ImportReady Body
Author: LHammonds
Source: http://www.tesnexus.com/downloads/file.php?id=12248

Description

This small tutorial will show you how to import a Bethesda armor model into Blender and set it up properly so it can be exported to a working NIF file ready for use in-game.

Look at each image in sequence to understand the process of importing, configuring and exporting an armor model that ships with Oblivion.

All required files can be found at the "Sourc ...

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