Kelretu

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About Kelretu

  • Rank
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  • Birthday 03/04/97

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  • Gender Male
  • Location Germany

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  • Skype kalroahak

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Kelretu's Activity

  1. Kelretu added a post in a topic Arcane Univeristy overhaul   

    I have to agree that most people probably aren't going to meet the standards with the first model they make, but I also fear that an attitude like "Your model won't be good enough to use it anyway." might be more discouraging. I think what would be a good way is for the teachers to decide whether or not someone starts on a province claim or something different since they know what path they want to go and if they teach enough for the model to be up to standards.
    As for Rob's suggestions, I really like them, especially the graduation part. That would be an achievement for both the teacher as well as the student. And I think rewarding them both in a way helps to have people stick around.
    One point I deem important is to promote the AU outside of DC to encourage more people to come here and learn at least more about the project. That may not be important until the AU is less messy and more people are willing to teach though.
    That being said, I'd like to take part in leading the Arcane University.
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  2. Kelretu added a post in a topic Reorganizing [Forum and Sub-Forums]   

    Moving them somewhere else probably isn't a good idea since they are an important part of the AU and we want to promote especially DC since recruitment is handled mostly here.
    As towards the tutorials on beyondskyrim.org, I'm not sure what to think of them. On the one hand it promotes that site, on the other hand I thought of that site as more of an overview about Beyond Skyrim and they are not directly related. Another thing is, as it was mentioned before, DC is very cluttered and I fear putting up all the tutorials there might cause a similar result.
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  3. Kelretu added a post in a topic Reorganizing [Forum and Sub-Forums]   

    I think a reason is also the visibilty of them. There are two tutorial sections, one in the AU and another one in the general modding section. They don't have subsections like "Modeling" or "Scripting" and a lot of them don't use tags.
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  4. Kelretu added a post in a topic Reorganizing [Forum and Sub-Forums]   

    I think tutorials and the like should be accessible for everyone since we also profit from knowledge from people outside of BS, but like it was said the individual teaching is very specialized in most cases and only offered by few people. Therefore it would be good if it benefits the asset creation of BS directly.
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  5. Kelretu added a post in a topic Reorganizing [Forum and Sub-Forums]   

    I don't know how hard it is to contact everyone who has an open claim and ask if it should stay up. It wouldn't make much sense if you put these in the archive and people have to make a new post on the bounty board containing the same information.
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  6. Kelretu added a post in a topic Blender 2.7+ Nif Exporter Tutorial   

    As far as I'm aware the Nif Plugin for the current Blender version does not support the export of skeletons, you'd need to use Blender 2.49 for that. Or, like Hayden said, 3DS Max.
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  7. Kelretu added a post in a topic Reorganizing [Forum and Sub-Forums]   

    I'm totally in favor of combining the Arcane University with the Bounty Board. People learning modelling have more of a relation to their assets when they see them integrated in the project and are probably less likely to abandon. And yes, some kind of archive for the completed bounties would be nice.
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  8. Kelretu added a post in a topic Native Roscrean Clothing   

    I made a first ingame version. Scale and Rig are a bit messed up currently, thats why the sleeves are too short.

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  9. Kelretu added a gallery image in Member Gallery   

    roscrea_clothing_ingame_test.png

    In album: Stuff by Kelretu

    5 images in this album
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  10. Kelretu added a post in a topic Blender 2.7+ Nif Exporter Tutorial   

    Yeah it is black because it is missing vertex colors. If you don't want to add vertex colors, uncheck SLSF2_Vertex_Colors und Shader Flags 2 in the BSLightingShaderProperty
    As for the collision file, its not supposed to be empty, it just has to contain the geometry of the collision you want, which it does. So thats fine.
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  11. Kelretu added a post in a topic Student Thread - Ravenz   

    You don't have the templates because you are using an older version of substance painter. I think the templates were implemented in 2.0.
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  12. Kelretu added a post in a topic Student Thread - Ravenz   

    Sorry just noticed I made a slight mistake there, its negative y not z.
    Next to the map check boxes there are green squares which take you to the settings of the map. In there you can set it to negative y.
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  13. Kelretu added a post in a topic Student Thread - Ravenz   

    Looking good Rob, just wanted to mention that you have to bake the normal map with negative y or invert the green channel after you baked it. Otherwise it will be facing the wrong way in skyrim. Note that it will look strange in mudbox at first, but just set the normals in the mudbox material from Maya/Softimage to 3dsmax and it should look fine.
    Something you might find useful as well: if you bake a convexity map in xnormal, you can use its red channel for additional detail in your ambient occlusion map if you blend it with it.
    Hope its understandable what I'm trying to say.
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  14. Kelretu added a post in a topic Show us what you're working on!   

    Some Breton steel weapons I worked on last week.

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  15. Kelretu added a gallery image in Member Gallery   

    20161201194734_1.png

    In album: Stuff by Kelretu

    5 images in this album
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