Lord Hayden

Member+
  • Content count

    339
  • Joined

  • Last visited


Community Reputation

672 Excellent

2 Followers



About Lord Hayden

  • Rank
    Zealot
  • Birthday 09/25/95

Profile Information

  • Gender Male

Recent Profile Visitors


2825 profile views

Lord Hayden's Activity

  1. Lord Hayden added a post in a topic Blender 2.7+ Nif Exporter Tutorial   

    By the looks of the first problem, it might be a shader flag you're missing or have ticked accidentally. Open up your .nif and look at the BSLightingShaderProperty, it should have 2 lines called Shader Flags 1 and Shader Flags 2. If you can't solve the issue post a screenshot of your BSLightingShaderProperty.
    As for the second problem, I can't really see what you have done due to the low quality screenshot.  By the looks of it you havn't used ChunkMerge to add in your collision files. Is this for a static mesh or a movable prop like a bowl?
     
    • 0
  2. Lord Hayden added a post in a topic Blender 2.7+ Nif Exporter Tutorial   

    I'm not familiar with exporting anything other than static meshes. I'd suggest looking into tutorials for 3DS Max or something if you want to start playing around with that stuff. I'll make a tutorial for it once I'm sure of the processes and the possible bugs throughout the process, but that won't be soon.
    • 0
  3. Lord Hayden added a post in a topic Native Roscrean Clutter   

    Been working through a lot of the cutlery and odd bits and I'm currently in the middle of putting together an atlas for them. Only things left on the list are the fun bits such as the loom, beds and chest which will be getting a whole texture atlas to their own.
    • 1
  4. Lord Hayden added a post in a topic Show us what you're working on!   


    First Yoku iron weapon is in-game!
    • 13
  5. Lord Hayden added a post in a topic Show us what you're working on!   

    On uni break, going to be finishing a lot of stuff over the coming weeks.


    • 19
  6. Lord Hayden added a topic in 3D and 2D Art   

    [Student Thread] Meliodas - Lord Hayden
    Alrighty, to cover the basics of Blender I am going to try to explain the interface, taking into consideration your knowledge of other 3D softwares to speed up the process. Due to my limited time while at uni these can be pretty short and to the point.
    The Viewports
    To start, this is default Blender:

    This starting window can be split up into multiple parts, labeled here:

    Dark Blue is your 3D viewport. This can be resized or changed at anytime, along with all your windows. You can also swap between Ortho and Perspective views with Numpad 5. Numpad 1 is Front View, Numpad 3 is Left View and Numpad 7 is Top view. Numpad 9 also swaps to the opposite view you currently have selected, for example, Numpad 3 and then pressing Numpad 9 would result in Right View. Holding down middle mouse button will rotate your view, and shift middle mouse will pan.
    Yellow is your animation timeline, I usually hide this unless I'm doing nothing but animating for the session.
    Red is your properties panel. I'll go into detail about this a little later.
    Purple/Pink is your Info bar, it has the usual file related options like saving and opening.
    Green is your Overview or Outliner. It is the hierarchy tree of your scene, as well as lists everything in the scene. You can change what is displayed, as well as search for objects.
    By hovering your mouse over where any of the windows meet, you get a mouse icon allowing you to resize these windows. You can also right click and be given an option to either split a window, or join a window. Have a play around with these to get the hang of it. I'd start by right clicking along where the timeline and 3d viewport meet, and joining the 3D viewport into the animation timeline, just to remove it.

    Alternatively, you can also add it back in by right clicking along the right hand side and splitting the area. Splitting the area will give you two instances like this:

    To change the bottom 3D viewport back to a timeline, we select the small icon representing our window type.

    Every window I outlined above has a corresponding icon, and can be changed by simply clicking on the box and choosing a new window option. This is also how we access our UV/Image editor later on, as well as many other features hidden within. This allows for the full customization of all your windows and 3D viewports. Because you've got past experience with 3D, you've probably got a preferred layout of your programs, so I thought I'd try and make it as easy as possible to jump over by covering this first.

    The 3D Viewport
    The 3D viewport is where some of the fun happens, and I say some because of the burning rage that comes alongside it. It's fairly basic once you get the hang of what you're doing. Being Blender, there's so many hotkeys in this viewport that it can get very confusing, hence why a really cool guy made this poster (http://store.giudansky.com/en/product/blender3d-poster/ ) for you to worship.

    To tell you the truth, it gets really simple really quickly after a few hours. The most helpful tool you could ever ask for, a search function, can be found by simply pressing space bar.

    Okay, on a more serious note; there's pretty much all the basics along the bottom toolbar here.

    From left to right, you've got you window properties I mentioned earlier, which is set to your 3D Viewport. Then you've got your View, Select, Add and Object drop down (or drop up?) boxes. This is pretty much where you go for all the complicated modelling related stuff when you don't know what the hotkey is. What everything does here is pretty much in the name, and I don't think it requires any extra explaining. Next up we've got our interaction mode box, this toggles between object mode, edit mode, sculpting mode, vertex painting, vertex weighting and texture painting. The main ones we will be using is Object Mode and Edit Mode. The hotkey to swap between the two is Tab. Next is the viewport shading. This is how things are displayed in the viewport. Many different options, many choices, all in the name. Next up is the pivot points, which can be swapped between object origins, medians, cursors, etc. I will cover these later if need be. Joined to it is a Manipulate Centre Points toggle as well. Next up is one of the most used buttons in Blender.

    Here's your gizmo toggle on the left, and when that is toggled, you can choose between move, rotate and scale. Along the right is the transformation orientations, but I can cover these later if need be.
    Next up, all those little squares are your layers. By pressing the number keys along the top of your keyboard, you can swap between 1 to 10 (keys 1 through to 0), and toggle between display all with the tilde ( ` ) key. Below is an example of what the layers can look like:

    The dark grey box is the currently displayed layer. The boxes with circles in them are layers that contain objects. The orange circle represents your last selected or active object.
    Next up you've got the scenes active layer and camera toggle, not much need for it really. Next one is the little magnet, with snapping toggle on it. Here you can toggle snapping on and off (or with Shift + Tab hotkeys) as well as toggle what kind of snapping you're after (snap to grid, vertices, volumes, etc. I've found that vertex snapping is the most useful in the work we do.
    Then you've got a camera button and a film button. These are rendering related and won't be covered at this time.
    Now back to the 3D viewport itself.

    Along the left hand side you've got one toolbar, this is called your tool shelf, toggle-able by T.  Along the very left hand side you've got a bunch of tabs saying many things. While a lot of them are going to be explored later or not at all, the ones you might be using is Tools, Create and Relations.  Many of the options in here are explained in the name, so I'm not going to cover it. Create is where you get to make things. On the lower half of the tool box is there all the properties for actions and stuff you are doing. For example, if you create a circle, you will be given options here as to how many sides, etc. it has.
    Now, opposite to the tool shelf is the properties panel, but it isn't displayed by default. Pressing N or typing properties into the search function will pop this guy up. We like him because he's actually useful.

    Once again, all text, no symbols, easy to understand if you have even a basic knowledge of 3D. All these little tabs within the toolbars can be expanded and squished depending on what you need. The transform drop down (that actually drops down) is great in not only object mode but also edit mode, as it allows you to perfectly line up verticies to the .00001 which you might need if you wanted to create something really, really, really, really really, really small. Scales and all that are the currently applied scales to the objects. Before exporting in most cases you would apply the transforms (Reset XForms or something equivalent in Max/Maya) by selecting the objects and pressing Ctrl + A, this will give you options as to what transformations you wish to apply, both at the cursor and in the tool box.
    To just test this out, make sure you are in Object Mode, right click (to select) the default cube in the starting scene. Press S (the hotkey for scale), and scale up the cube with the mouse. Left click once you're done. You can also move the cube, and thus moving it's origin with it, with the gizmo, or by using the Grab hotkey (G). Now it's moved and scaled you may as well rotate it, with the R key. You can see the transformations in the properties panel have changed with your transformations, so with the object still selected, press Ctrl + A and apply both your rotation, and scale (you can also apply the location in the tool box options). Now the origin should be back in the center of the scene (0, 0, 0) and your cube will be far off somewhere.

    The rest of the properties panel is useful, make sure to have a look through it and see what it can do. You can also hide it with N again.
    Edit Mode
    Edit mode is the mode where you can manipulate objects shapes, cutting, adding loops in, etc. Pressing Tab gets us in and out of edit mode. Looking back at the bottom toolbar, you can see it changes a little. 'Objects' has now become a 'Mesh' drop down box, your layers have been replaced with a vertex, edge and face selection mode, and that little circle toggle is your proportional editing (or Hotkey O).
    From here, you can move objects and parts of objects around, selecting them and doing a heap of cool stuff. Here's a hotkey list of all the edit mode options you might be interested in using. Keep in mind that when doing some of these operations, extra options appear in the bottom bar, for example, Loop Cutting will display how many cuts you are making, as well as show hotkeys and options to better refine the cuts.
    G  - Grab, Moves stuff
    R - Rotate, Rotates stuff
    S - Scale, scales stuff
    A - Select All/None - Swaps between selecting all and selecting nothing.
    E - Extrude, extrudes faces along normals, or edges and verticies along your view. 
    I - Inset, makes insets, lots of extra options such as height etc.
    Ctrl + R - Loop Cut and Slide, Adds in a loop cut, allowing you to slide it along the edges.
    These are just the basic functions. If you need to know more you can jump into the search bar and start typing, and the hotkey will be displayed along with the result for next time. Many of them also apply in Object mode as well when it comes to selecting and moving objects. When selecting, holding down shift will allow you to add or remove something from your selection with a right click. Holding down Alt will select a loop depending on the edge you click on, and holding Shift + Alt will select multiple loops.
    Shift + C will center the camera view on everything in the viewport, as well as center the cursor to 0, 0, 0.
    Next up: Properties Panel, as well as User Preferences covered. Starting to make our first model.
    This kind of just started out as a UI explanation but is turning into a 'How to Blender' tutorial, so I'll expand on this over the holidays, as well as reply to Meliodas regarding specific questions.
    • 1 reply
    • 137 views
  7. Lord Hayden added a post in a topic Native Roscrean Clutter   

    Hey, I've got some stuff current in need of touching up and exporting, some other stuff is already in-game though.


    The texture atlas is still heavily unfinished, I think I'll be going back and remaking it once all the mesh work is done. Is the geometry appropriate for Roscrea so far?
    • 3
  8. Lord Hayden added a post in a topic [Claimed] Bretic "ESO Style" Castle (Castle Llugwych)   


    Getting some damage to them.
    • 7
  9. Lord Hayden added a post in a topic [Claimed] Bretic "ESO Style" Castle (Castle Llugwych)   


    I'm calling all these revamped walls done. Onto the palace.
    • 12
  10. Lord Hayden added a post in a topic [Claimed] Bretic "ESO Style" Castle (Castle Llugwych)   

    Thanks! 

    Nearly gotten all the walls and towers finalised, now it's onto the secret pieces.
    • 13
  11. Lord Hayden added a post in a topic [Claimed] Bretic "ESO Style" Castle (Castle Llugwych)   


    Porting to Special Edition is coming along well.
    • 6
  12. Lord Hayden added a post in a topic Native Roscrean Clutter   

    Alright I'll see if i can fit a chest in while I'm at it.
    • 1
  13. Lord Hayden added a post in a topic Native Roscrean Clutter   

    Thanks! I've got a small atlas done up for the chair at the moment, I was just going to make one similar to the vanilla Skyrim atlas and try to fit all the random clutter furniture around. There's really visible seams in the models but they seem to have done that in vanilla too and nobody ever seemed to mind, so as long as the textures blend nicely together hopefully it all looks nice. I'll try and get through a table today if I have some time. Did Argor ever pick up that chest claim?
    • 0
  14. Lord Hayden added a post in a topic Native Roscrean Clutter   

    I'm impatient and made my own. Here's a chair, lower class and upper class if need be.




    Vertex paint is a little crazy around the edges so I'll be fixing that up on the next export, running a bit short on time at the moment so those will have to do. Stools are the exact height of vanilla chairs.
    • 5
  15. Lord Hayden added a post in a topic Native Roscrean Clutter   

    Does Roscrea have any texture atlases to go by or shall I make mine up as I go along?
    • 0