For a staff enchanting project and more. In the pic a 'staff bracket' just for the Arcane Enchanter, giving the illusion of "looks like vanilla" because yeah, I used the dragon head part of Arcane Enchanter mesh. The concept is "you place that workbench upon arcane enchanters (so a modder is free to place it only on arc.enchanters of his choice) and hovering the mouse on it and activating show the Staff Enchanter interface from Dragonborn DLC (only difference will be about recipes: instead of heartstones it use something else like soulgems/spelltomes). Why? Short answer: why not. Long answer: how mages enchanted staves before Ash Spawn's spawning and Neloth's extravagant method for staff enchanting? With the Arcane Enchanter saying "nyu-uh" about staves even if you got 100 points on Enchant.
Not only that, I wanna include original models like: - a staff enchanter which work like the 'staff bracket', showing the same crafting interface and using the same recipes. - original models for more staves, and adding wands! Because godamnit mages explores all Tamriel in search of power and there's only 5 common staves in total? An Highrock's Alteration Staff bringed by a breton mage should look different than Alteration Staff founded in Skyrim, the same for Cyrodiil/Blackmarsh/Morrowind. So yes, this little project will be a contribution for Beyond Skyrim too. Since regions recieve weapons and armor visually different from others, they need different looking staves too. - a new crafting station specifically for unenchanted staves making, maybe?
Sadly cant do it all by myself, because I dont grasp the nifskope's workflow/convertion (yes, I tried and tried but I still fail 99% of time) and Creation Kit works againt me (gigatons of message errors I never seen in my life) : really time'n'patience consuming I prefer if my energy and sparetimes are aimed on, well, better final models. So that mean I can only supply models and textures.
So if someone got the disposition to help me in this task, he can find me in that same forum.
I'v resolved in another way: importing the nif on Outfit Studio then exporting from that in obj/fbx formats. Odd thing is months ago (a previous installation) importing .nif with blender was working just fine.
More of the same. I'v added more roughness on leather and wood. The lowpoly verts now are up to 501 (previously was around 350) so more roundness on blades and no more skewed normal map in certain areas like before. The polycount still inferior to vanilla steel waraxe and without sacrifice detail or shape. The UV map is remade for more pixel density. It can be improved but I guess is good enough. I appreciate feedbacks.
(I wanna convert model and textures to skyrim format to see/adjust the final result. Please somebody link me the latest guides/tools/workflow, because I'm not sure if my bookmarks are up to date. Disclaim: best case scenario for me is exporting from Blender without installing 3dsmax or else. NVM, i did the mesh export in nif format. My problem now is the dds process: I export textures using gimp dds plugin but my mesh disappear if I apply dds textures under 'BSShaderTextureSet' with nifskope 2.0)
Any province team can use it as they fit. For me is just a 'generic', so. I making it for fun and practice after months of CG deprivance (Real Life sh*t in various shapes) , with bits of freetimes spent playing videogames, for these reasons I post here very rarely. Now I have more freetime than usual. I'll try to convert it to .NIF in the near future, meanwhile I polish my control on CG apps (I use Blender and substance painter).
Looks like a legit copy of Photoshop CS2 (and entire CS2 Adobe creation suite) can be downloaded from Techspot, even for commercial use -if I understand correctly-. There's some free plugins for PS very useful for assetts texturing (like 'combine normal' wich is compatible with CS2).
I dont like to be that guy... but: words like "textures" in error report give me a clue about lack of settings in texture and/or material in your custom mesh. Maybe "merging" your custom mesh with a vanilla nif give some "dodge" on some settings. For a quick comparison: move your custom mesh in 1st layer and vanilla mesh in a different layer, chech if both meshes are 1:1 inside texture/material tabs clicking between chosen layers.
Here the potential medicine for your exporting error
"Just wanted to close this out by first saying THANK YOU, and that by making a production-like folder structure for the export destination solved the issue!! I am beside myself with excitement. For others possibly running into this issue later, just make your work folder have the following structure: \[whatever path you want]\data\meshes \[whatever path you want]\data\textures Place your textures in the \textures\ folder, and load those into your material, specifically from that folder, and then export the NIF to the \meshes\ folder. Voila!"
from this topic http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=6165
Worst case scenario is triangulate keep some n-gons anyway. Try this: install a blender addon like "meshlint" or "mesh check" (google gives blenderartist topics) , then check if n-gons still affect your model even after triangulate.
If you dont like addons, here a manual method: in edit mode hit spacebar then digit Select Face by Sides > Set number of vertices in the panel and choose comparison method (greater , less than, equal).