Search found 68 matches
- Thu Mar 15, 2007 9:07 pm
- Forum: Concept Art
- Topic: Lady N's Conceptual Art (Updated Aug 10)
- Replies: 298
- Views: 43766
- Thu Jan 25, 2007 11:52 pm
- Forum: Developer Showcase
- Topic: The Scumcase -Now with models!
- Replies: 37
- Views: 5839
- Thu Jan 25, 2007 8:33 pm
- Forum: Archives
- Topic: Textures, and Lighting
- Replies: 22
- Views: 1678
- Thu Jan 25, 2007 8:32 pm
- Forum: Developer Showcase
- Topic: Fairwater's Showcase
- Replies: 83
- Views: 11733
- Thu Jan 25, 2007 7:58 pm
- Forum: Developer Showcase
- Topic: Wasabi's Reinstatement Showcase : )
- Replies: 38
- Views: 5852
I've got the Arboreu loaded up in Blender right now and am listing the few things I can see off-hand. UV Mapping: While he looks fine with the textures you've put on him, the mapping is a bit confusing and he would be very difficult to retexture in his current state. I'd say to completely redo it. I...
- Thu Jan 25, 2007 2:58 pm
- Forum: Archives
- Topic: Why'd you use this avatar? Psychological, in-depth thread.
- Replies: 51
- Views: 3787
Hey, I never saw this thread before! My avatar is a picture of Atrios I drew a couple months ago. He's been in my avatar in some way or another since I started playing Morrowind and is one of my longest running characters along with Daeinde. I'm a bit funny about them, because not only are they char...
- Thu Jan 25, 2007 3:28 am
- Forum: Archives
- Topic: please define spam.
- Replies: 16
- Views: 1092
@Skittles - Spam is when you make wildly off-topic posts, either with the intention of raising your postcount, or to just be annoying. Spam is also when you post things that go out of bounds of what is expected to be posted on a given forum. This thread, for example, is spam. You should PM the perso...
- Mon Jan 22, 2007 3:59 am
- Forum: Developer Showcase
- Topic: Fairwater's Showcase
- Replies: 83
- Views: 11733
- Mon Jan 22, 2007 3:52 am
- Forum: Archives
- Topic: How to make Oblivion meshes with Blender!
- Replies: 5
- Views: 613
How to make Oblivion meshes with Blender!
I posted this in skittles' showcase, but realized other people may be interested as well. Yes, I am copy and pasting this, because it was typed out fine the first time :P (This is, of course, assuming that you have already created a mesh which will work (ex: if it's armor, it needs to be rigged befo...
- Mon Jan 22, 2007 3:44 am
- Forum: Developer Showcase
- Topic: skittles' showcase
- Replies: 18
- Views: 3697
yeah sure.. uh how bout a dagger. ill start today but i need someone to give me the direct link to the blender NIF scripts for OB. the ones i have arent working. They will never work. The latest Blender NIF scripts can only export up to 20.0.0.4, Oblivion uses 20.0.0.5 There is a way to get your Bl...
- Sun Jan 21, 2007 6:32 pm
- Forum: Archives
- Topic: Necrom - Models and Textures for OoT
- Replies: 70
- Views: 7749
Screenshot gallery of a few fixed meshes. http://s2.photobucket.com/albums/y41/haplo12345/Necrom/ Ach! Zip those up and send them to me! Also, who is doing them? I was poking at the tower mesh, but I haven't made anything in game yet. If someone else is doing them, I don't want to muck with the mes...
- Sat Jan 20, 2007 11:28 pm
- Forum: Archives
- Topic: Necrom - Models and Textures for OoT
- Replies: 70
- Views: 7749
They were removed long ago, since they weren't anywhere close to Beth's standards. Or so I hear, in my limited experience I liked what I saw in the screenshots (minus the Pyramid). I can get screenshots later of what the current meshes look like, but the tower mesh alone is a minefield of gaps and ...
- Sat Jan 20, 2007 9:23 am
- Forum: Archives
- Topic: Necrom - Models and Textures for OoT
- Replies: 70
- Views: 7749
I have them as well. A while back I thought I would go ahead and start fixing them. After I loaded them all up and gave them a close inspection, I realised that almost all of them might as well be redone from scratch. Either because the errors are mind numbingly frustrating or the model just looks ...
- Sat Jan 20, 2007 9:11 am
- Forum: Archives
- Topic: Necrom - Models and Textures for OoT
- Replies: 70
- Views: 7749
- Sat Jan 20, 2007 12:53 am
- Forum: Archives
- Topic: Necrom - Models and Textures for OoT
- Replies: 70
- Views: 7749
Interiors too? Woes. I was just given ext meshes, only one int in the pile I have. I don't think I can do new meshes. I could probably fudge together some ext meshes, but the only architectural modeling experience I have is from 3dsmax3.11 over five years ago: some Greek styled things and a suspensi...
- Fri Jan 19, 2007 11:04 pm
- Forum: Archives
- Topic: Priorities for Morrowind
- Replies: 61
- Views: 4285
- Fri Jan 19, 2007 10:41 pm
- Forum: Archives
- Topic: Necrom - Models and Textures for OoT
- Replies: 70
- Views: 7749
Necrom - Models and Textures for OoT
I have, within my clawed grasp, the meshes and textures for Necrom. The problem is, Necrom is a minefield of ! boxes, so I am not entirely sure which meshes are actually used. If anyone who knows for sure could give me a list, I would be extremely grateful. I will be redoing the textures and hopeful...
- Tue Jan 16, 2007 8:17 am
- Forum: News
- Topic: Change in Management
- Replies: 19
- Views: 4359
- Tue Jan 16, 2007 3:26 am
- Forum: Archives
- Topic: Blender Help...
- Replies: 11
- Views: 1457
- Sat Jan 13, 2007 6:57 am
- Forum: Developer Showcase
- Topic: Fairwater's Showcase
- Replies: 83
- Views: 11733
- Wed Jan 10, 2007 4:26 am
- Forum: Developer Showcase
- Topic: Tom's Showcase
- Replies: 21
- Views: 2334
I like it, actually. It's an interesting bit of fiction and takes a twisted view on the monomyth and the Lorkhan-Akatosh business :D Grammar Check! Princedom of Lorkhan Lorkhan convinced and contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo. I w...
- Mon Jan 08, 2007 8:46 pm
- Forum: Developer Showcase
- Topic: Fairwater's Showcase
- Replies: 83
- Views: 11733
- Sun Jan 07, 2007 7:59 am
- Forum: Developer Showcase
- Topic: Fairwater's Showcase
- Replies: 83
- Views: 11733
- Sun Jan 07, 2007 12:21 am
- Forum: Developer Showcase
- Topic: Fairwater's Showcase
- Replies: 83
- Views: 11733
I know how to do it in Blender, but no idea how to do it in 3dsmax. In Blender, you would select half of the circle in the UV Face Select mode, then unwrap them in the UV/Image editor window. Then again for the other side. Does it let you select individual faces to unwrap? You could try just selecti...
- Sun Jan 07, 2007 12:18 am
- Forum: Archives
- Topic: TrGMCliff [Working]
- Replies: 84
- Views: 5797
- Sat Jan 06, 2007 10:42 pm
- Forum: Developer Showcase
- Topic: Fairwater's Showcase
- Replies: 83
- Views: 11733
This one is looking nice! Yup, that's exactly what I mean by 'stacking' 'piling' etc :) You place them on top of each other so they use the same part of the texture. When things will look the same on the completed object in game, you can do a bit of that with the maps so you can use bigger parts of ...
- Sat Jan 06, 2007 10:06 pm
- Forum: Developer Showcase
- Topic: Fairwater's Showcase
- Replies: 83
- Views: 11733
It's starting to look better! Just a few things: You should probably leave the shade as two halves (instead of the odd-shaped thing you have it as now), because with the two little tabs like that, it can be a bit..squirrly to texture ;) :) For the tassels, you could actually have them piled on top o...
- Sat Jan 06, 2007 9:50 pm
- Forum: Archives
- Topic: TrGMCliff [Working]
- Replies: 84
- Views: 5797
To change the Quads to Triangles, simply go into Edit Mode, select all (a-key) and go to Mesh->Faces->Convert Quads to Triangles. I don't recommend leaving it like this, though, because modeling with quads is always better, but to get a count mid-project, it works fine. As for exporting, make sure t...
- Sat Jan 06, 2007 9:15 pm
- Forum: Developer Showcase
- Topic: Fairwater's Showcase
- Replies: 83
- Views: 11733
Exactly what Morden said. Try to take up all the avaliable space. Also, parts that could possibly be flattened out, such as the ring at number 4, should be made into rectangles. It makes it easier to line everything up correctly when texturing it. Things that can use the same parts, such as the circ...
- Thu Jan 04, 2007 11:21 pm
- Forum: Developer Showcase
- Topic: Kikaimegami's Arts and Texts :)
- Replies: 37
- Views: 4500
- Thu Jan 04, 2007 4:03 am
- Forum: Developer Showcase
- Topic: Nairb's Blender showcase
- Replies: 31
- Views: 4025
- Tue Jan 02, 2007 4:19 am
- Forum: Archives
- Topic: Question about Path Grids - How to use them.
- Replies: 4
- Views: 628
As Dexter said, make sure your NPC is setup correctly. They need a Wander AI package so they can move about the room. I believe you also need a set marker and make sure to have them wander in the vicinity of it so they don't just wander out of the building. Look at the other Wander packages that gen...
- Sat Dec 30, 2006 5:15 am
- Forum: Concept Art
- Topic: SkyCaptain's conceptual designs (formerly known as meh)
- Replies: 12
- Views: 1634
Looking good, but my first sketch had too much Velothi influence (meaning yes, that was the wrong picture, oops!). Try taking the slopes out of the walls a bit and rounding the recessed bits in the towers, making them have the same sort of feel as the half-circle window above the recessed part on th...
- Fri Dec 29, 2006 2:18 am
- Forum: Concept Art
- Topic: WSG#28[F/A]: Sentinel palace, in all it's glory
- Replies: 40
- Views: 5213
- Wed Dec 27, 2006 7:46 am
- Forum: Archives
- Topic: random overflow
- Replies: 5
- Views: 249
- Wed Dec 27, 2006 7:25 am
- Forum: Concept Art
- Topic: WSG#28[F/A]: Sentinel palace, in all it's glory
- Replies: 40
- Views: 5213
Sketchery! The perspective is horrifying because I freehanded it. Is this sort of the kind of thing you mean? [img]http://tes.kikaimegami.com/art/tr/sentinel-palace-sketch.jpg[/img] EDIT: Ooh, there needs to be six of the teeny ones! I can do that. I'll do another drawing with six smaller buildings ...
- Thu Dec 21, 2006 11:02 pm
- Forum: Developer Showcase
- Topic: Kikaimegami's Arts and Texts :)
- Replies: 37
- Views: 4500
Aye, when I had asked before, I was told to put non-TR stuff in here if I wanted for people to see it. The recent stuff I've posted here hasn't been related to TR--it's been my own projects. When I make some drawings specifically for TR other than those I did for certain threads, I'll make a thread ...
- Thu Dec 21, 2006 8:25 am
- Forum: Developer Showcase
- Topic: Kikaimegami's Arts and Texts :)
- Replies: 37
- Views: 4500