I'd love to help
Moderator: Lead Developers
I'd love to help
Hey, I've found this site several days ago and what you're doing is truly amazing.
And I thought I could offer my help. I'm more interested in project for Oblivion =)
Here're several examples of what (I hope) I can help with:
-modeling
I've got some skills in 3ds max and may help with props or architecture
Example 1 -
[img]http://img519.imageshack.us/img519/9932/docks01kz2.jpg[/img]
based on concept by Minus
[img]http://img147.imageshack.us/img147/8662/scannen0007ps0.jpg[/img]
- could be found here - http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19728
Unfortunately I've got no idea of how models could be exported to Oblivion's engine. But there is a way, I guess.
-concept arts
Examples are not TES-related (more could be found on http://gboris.deviantart.com/)
Example 2/example 3
[img]http://img185.imageshack.us/img185/6638/dreamyme2.jpg[/img]
[img]http://img205.imageshack.us/img205/3503/ghostyvg4.jpg[/img]
- digital art
Example 4/example 5
[img]http://img170.imageshack.us/img170/2254/goblindj5.jpg[/img]
[img]http://img516.imageshack.us/img516/1721/monstarj3.jpg[/img]
- traditional art
That's all I think ^_^
Also I'm new to TES universe (around 1,5 year since I've played Morrowind for the first time and I finished Oblivion's main quest about 1 month ago). So I have only basic idea of what's Nirn like outside Morrowind and Cirodiil. =(
So... What'd you say about it?
And I thought I could offer my help. I'm more interested in project for Oblivion =)
Here're several examples of what (I hope) I can help with:
-modeling
I've got some skills in 3ds max and may help with props or architecture
Example 1 -
[img]http://img519.imageshack.us/img519/9932/docks01kz2.jpg[/img]
based on concept by Minus
[img]http://img147.imageshack.us/img147/8662/scannen0007ps0.jpg[/img]
- could be found here - http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19728
Unfortunately I've got no idea of how models could be exported to Oblivion's engine. But there is a way, I guess.
-concept arts
Examples are not TES-related (more could be found on http://gboris.deviantart.com/)
Example 2/example 3
[img]http://img185.imageshack.us/img185/6638/dreamyme2.jpg[/img]
[img]http://img205.imageshack.us/img205/3503/ghostyvg4.jpg[/img]
- digital art
Example 4/example 5
[img]http://img170.imageshack.us/img170/2254/goblindj5.jpg[/img]
[img]http://img516.imageshack.us/img516/1721/monstarj3.jpg[/img]
- traditional art
That's all I think ^_^
Also I'm new to TES universe (around 1,5 year since I've played Morrowind for the first time and I finished Oblivion's main quest about 1 month ago). So I have only basic idea of what's Nirn like outside Morrowind and Cirodiil. =(
So... What'd you say about it?
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
welcome to TR! your work looks great, there are just a few simple steps to get promoted. since youre applying in two areas ill just do two bulleted lists of stuff you need to know
Concept Art
-to get promoted for CA all you really have to do is post a Hammerfell of Morrowind related picture. you dont have to be promoted to do concept art though, so jump right in!
-take a look at the FCG's in the concept art forum, they are things we currently need concepts for.
-if you want to draw things not covered by the FCGs thats fine too, just start your own thread in the concept art forum and post it there.
-take a look at[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=15158]Lutemoth's thread[/url] for what Hammerfell looks like. Also feel free to browse other threads, such as those of Napleonman, Elfane, Lighter than some, and Pound (Ib and a lot of numbers), among others.
Modeling
-to get promoted you have to get your stuff in game. exporting is fairly easy, and max has a very nice exporter.
-the best way to get stuff in game is to export it strait into .nif format. nif exporters for maya, max, and blender are located [url=http://cs.elderscrolls.com/constwiki/index.php/NIF_Importers_and_Exporters]here[/url]. thats the CS wiki i linked you to just now, it includes all kinds of helpful tutorials on modeling, texturing, and exporting. make sure to take a look at those if you need help. you should also find a .obj exporter for your program (by googling) since that is a nice universal format that is used often. Here is the [url=http://cs.elderscrolls.com/constwiki/index.php/Portal:Modeling]modeling portal[/url] for you, i believe it links to all the applicable tutorials.
-you can post your mesh here in .3ds or .obj while you work on getting it in game so we can take a look at it. the screenshot looks very nice
most importantly, ask if you need any help! again, welcome to TR. it would be fantastic to have another modeler aboard
Concept Art
-to get promoted for CA all you really have to do is post a Hammerfell of Morrowind related picture. you dont have to be promoted to do concept art though, so jump right in!
-take a look at the FCG's in the concept art forum, they are things we currently need concepts for.
-if you want to draw things not covered by the FCGs thats fine too, just start your own thread in the concept art forum and post it there.
-take a look at[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=15158]Lutemoth's thread[/url] for what Hammerfell looks like. Also feel free to browse other threads, such as those of Napleonman, Elfane, Lighter than some, and Pound (Ib and a lot of numbers), among others.
Modeling
-to get promoted you have to get your stuff in game. exporting is fairly easy, and max has a very nice exporter.
-the best way to get stuff in game is to export it strait into .nif format. nif exporters for maya, max, and blender are located [url=http://cs.elderscrolls.com/constwiki/index.php/NIF_Importers_and_Exporters]here[/url]. thats the CS wiki i linked you to just now, it includes all kinds of helpful tutorials on modeling, texturing, and exporting. make sure to take a look at those if you need help. you should also find a .obj exporter for your program (by googling) since that is a nice universal format that is used often. Here is the [url=http://cs.elderscrolls.com/constwiki/index.php/Portal:Modeling]modeling portal[/url] for you, i believe it links to all the applicable tutorials.
-you can post your mesh here in .3ds or .obj while you work on getting it in game so we can take a look at it. the screenshot looks very nice
most importantly, ask if you need any help! again, welcome to TR. it would be fantastic to have another modeler aboard
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Ok, so here's concept art [img]http://img167.imageshack.us/img167/3677/furnitureiy2.jpg[/img]
for this topic - [url]http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=20337[/url].
Or did I have to post it right there?
And when I'm done with signs (inn/tavern) - models - where do I post it? The problem with models is - I can't apply physics to them - they just float in the air where I placed them in CS - with textures and everything - but no physics. Nifscope is a bit too.. confusing =(
for this topic - [url]http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=20337[/url].
Or did I have to post it right there?
And when I'm done with signs (inn/tavern) - models - where do I post it? The problem with models is - I can't apply physics to them - they just float in the air where I placed them in CS - with textures and everything - but no physics. Nifscope is a bit too.. confusing =(
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
you should probably post it[concept art] there too im not sure how to do collision with 3DSmax, i just know how to do it in maya or through nifskope weaseling. if your sign is a similar shape/size to a vanilla one the later is simplest.
1. open up two instances of nifskope.
2. load vanilla object with collision you want in one and new object in the other.
3. on vanilla object, rightclick NiTriStrips (the model) and click Block>Remove Branch. do this for all NiTriStrips. you should be left with a red outline (or yellow bubles if its havok): that is your colision.
4. on custom object, rightclick NiTriStrips and select Block>Copy Branch.
5. Paste it into the vanilla object's NiNode, it should show up imideatly.
6. repeat as many times as you have NiTriStrips.
7. save and enjoy.
there is also [url=http://cs.elderscrolls.com/constwiki/index.php/NifSkope:_Adding_Collision_Model]this tutorial[/url], which uses similar techniques but allows for customized collision. i know Max can export collision by itself, ill see if there is a tutorial. someone here may know more about that.
also upload your model as is so we can take a look. if is good ill promote you for that too.
oh, that reminds me, you have been Promoted for the Conceptual Arts! i love your work, it is very hammerfell and very interesting. congradz!
1. open up two instances of nifskope.
2. load vanilla object with collision you want in one and new object in the other.
3. on vanilla object, rightclick NiTriStrips (the model) and click Block>Remove Branch. do this for all NiTriStrips. you should be left with a red outline (or yellow bubles if its havok): that is your colision.
4. on custom object, rightclick NiTriStrips and select Block>Copy Branch.
5. Paste it into the vanilla object's NiNode, it should show up imideatly.
6. repeat as many times as you have NiTriStrips.
7. save and enjoy.
there is also [url=http://cs.elderscrolls.com/constwiki/index.php/NifSkope:_Adding_Collision_Model]this tutorial[/url], which uses similar techniques but allows for customized collision. i know Max can export collision by itself, ill see if there is a tutorial. someone here may know more about that.
also upload your model as is so we can take a look. if is good ill promote you for that too.
oh, that reminds me, you have been Promoted for the Conceptual Arts! i love your work, it is very hammerfell and very interesting. congradz!
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
err... question...
About modelling...
Having managed to put a model+collisions in the game I encountered one tiny little problem - light. As seen on screenshot - light does not seem to affect the model at all.
[img]http://img32.imageshack.us/img32/4504/oblivion200908281852187.jpg[/img]
Anyone? Or am I posting in a wrong place?
Model based on concept by Myzel in this thread - [url]http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=20795[/url]
Having managed to put a model+collisions in the game I encountered one tiny little problem - light. As seen on screenshot - light does not seem to affect the model at all.
[img]http://img32.imageshack.us/img32/4504/oblivion200908281852187.jpg[/img]
Anyone? Or am I posting in a wrong place?
Model based on concept by Myzel in this thread - [url]http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=20795[/url]
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
I have no idea how to fix that, but I want to say, Why can't more people who disappear come back with near finished models?
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Myzel
- Developer Emeritus
- Posts: 729
- Joined: Thu Aug 07, 2008 8:19 pm
- Location: The Concept Art Forum
- Contact:
I don't think Thrig meant that in a negative way. That was him in his most complimentary mood.
For your question, I don't know where all the other modelers went but Lady N seems to be without internet for a week or so. So you may have to wait a while.
For your question, I don't know where all the other modelers went but Lady N seems to be without internet for a week or so. So you may have to wait a while.
Last edited by Myzel on Fri Aug 28, 2009 7:43 pm, edited 1 time in total.
Myzel's Art gallery: [url]http://themyzel.deviantart.com/[/url]
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
yes, I meant that in a good way. If everyone who disappeared came back with shiny near complete models we would be a lot better off.
edit: now that I think about it, as good as it is, it ISN'T shiny... that is in fact the only problem with it...
edit: now that I think about it, as good as it is, it ISN'T shiny... that is in fact the only problem with it...
Last edited by Thrignar Fraxix on Fri Aug 28, 2009 6:56 pm, edited 1 time in total.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Yesss, the problem indeed was with normal map. Thanks a lot)
I modeled one more thingy - wind chimes. Here is zip containing both cabinet and wind chimes and a sample plugin with both of them.
And a screenshot.
[img]http://img255.imageshack.us/img255/1613/oblivion200908301753132.jpg[/img]
I modeled one more thingy - wind chimes. Here is zip containing both cabinet and wind chimes and a sample plugin with both of them.
And a screenshot.
[img]http://img255.imageshack.us/img255/1613/oblivion200908301753132.jpg[/img]
- Attachments
-
- chimes&cabinet.zip
- (768.78 KiB) Downloaded 80 times
All my life, I've had one dream: to achieve my many goals.
Is it too early to bump it? Probably it is, so I'll just post another picture without typing senseless "bump" post. Did I type it? Oh well...
Anyway, tried to make a dagger (out of default iron dagger) and it works fine except for physics part. I mean while hitting and so on it's good, but just grabbing it already doesn't work.
[url=http://img233.imageshack.us/i/oblivion200908312303076.jpg/][img]http://img233.imageshack.us/img233/6652/oblivion200908312303076.th.jpg[/img][/url]
[url=http://img513.imageshack.us/i/oblivion200908312303470.jpg/][img]http://img513.imageshack.us/img513/1816/oblivion200908312303470.th.jpg[/img][/url]
And yay! I found out how to post thumbnails!
P.S.Anyone here to review what posted above and help with the dagger?
Anyway, tried to make a dagger (out of default iron dagger) and it works fine except for physics part. I mean while hitting and so on it's good, but just grabbing it already doesn't work.
[url=http://img233.imageshack.us/i/oblivion200908312303076.jpg/][img]http://img233.imageshack.us/img233/6652/oblivion200908312303076.th.jpg[/img][/url]
[url=http://img513.imageshack.us/i/oblivion200908312303470.jpg/][img]http://img513.imageshack.us/img513/1816/oblivion200908312303470.th.jpg[/img][/url]
And yay! I found out how to post thumbnails!
P.S.Anyone here to review what posted above and help with the dagger?
All my life, I've had one dream: to achieve my many goals.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
open the dagger up in nifskope and make sure you have it set to display havok. it should have a yellow cylinder around it, if you click the coresponding strip you can move/resize it to fit the model a bit better. physics is always a bit wonky though, so as long as its plausible it should be OK>
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
The yellow capsule-shaped thing is in place. I'll post the model later today, when I'm back home.
***
added a new version of plugin with dagger lying on the floor in front of the cabinet.
***
added a new version of plugin with dagger lying on the floor in front of the cabinet.
- Attachments
-
- chimes&cabinet&dagger.zip
- (1.03 MiB) Downloaded 83 times
All my life, I've had one dream: to achieve my many goals.
The light problem!
You need a normal map.
It is denoted by a _n.dds or _n.tga
It can have the same name as the partner texture.
Ex:
Wood.dds //Picture on the mesh.
Wood_n.dds //Adds bump map that allow correct lighting.
Wood_g.dds //That is a glow map, asa seen with glass swords.
A quick way to make a normal map would be to get the normal-map plugin for gimp, take your texture for the cabinet, and run the plugin. It outputs the texture in grayscale normalmap.
Denote your new texture with the _n and you are good to go as long as you put it next to the base texture file for the cambinet. In this case put Wood_n.dds in the same folder as Wood.dds and you should be good. The engine will usually automatically look for a normal map when it renders so im not sure if linking it in Nifskope or 3ds Max would be necessary.
In the case that you have multiple textures for your cabinet, generate a normal map for each texture.
Hope it helps =)
It is denoted by a _n.dds or _n.tga
It can have the same name as the partner texture.
Ex:
Wood.dds //Picture on the mesh.
Wood_n.dds //Adds bump map that allow correct lighting.
Wood_g.dds //That is a glow map, asa seen with glass swords.
A quick way to make a normal map would be to get the normal-map plugin for gimp, take your texture for the cabinet, and run the plugin. It outputs the texture in grayscale normalmap.
Denote your new texture with the _n and you are good to go as long as you put it next to the base texture file for the cambinet. In this case put Wood_n.dds in the same folder as Wood.dds and you should be good. The engine will usually automatically look for a normal map when it renders so im not sure if linking it in Nifskope or 3ds Max would be necessary.
In the case that you have multiple textures for your cabinet, generate a normal map for each texture.
Hope it helps =)