Kelretu

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About Kelretu

  • Rank
    Follower
  • Birthday 03/04/97

Profile Information

  • Gender Male
  • Location Germany

Contact Methods

  • Skype kalroahak

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Kelretu's Activity

  1. 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.
    • 0
  2. 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.
    • 0
  3. 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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  4. 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.
    • 2
  5. Kelretu added a post in a topic Show us what you're working on!   

    Some Breton steel weapons I worked on last week.

    • 27
  6. Kelretu added a gallery image in Member Gallery   

    20161201194734_1.png

    In album: Stuff by Kelretu

    4 images in this album
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  7. Kelretu added a post in a topic Show us what you're working on!   

    I made some new doors for Jehanna based on the already existing ones.

    • 17
  8. Kelretu added a gallery image in Member Gallery   

    door_01_20161117_16-30-52.jpg

    In album: Stuff by Kelretu

    4 images in this album
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  9. Kelretu added a topic in Models and Textures   

    Native Roscrean Clothing
    Hey everyone,
    I started working on some native Roscrean clothing based on this concept art by Jhzargo:

    The one I'm currently working on is the second one from the left. Here is a WIP picture of the highpoly model. If you feel that anything is missing, just let me know.

    • 4 replies
    • 325 views
  10. Kelretu added a gallery image in Member Gallery   

    pictre.png

    In album: Stuff by Kelretu

    4 images in this album
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  11. Kelretu added a post in a topic NifSkope Help   

    Yeah that was a version thing, I was using Pre-Alpha 4. In the newest Version it is different again. Apparantly you have to check "Has_Tangents" under "Vector Flags" as well as setting "Has Normals" to yes under NiTriShapeData.
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  12. Kelretu added a post in a topic NifSkope Help   

    You have to set the "Extra Vectors Flags" from "None" to "Tangents_Bitangents". It is also under NiTriShapeData.
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  13. Kelretu added a file in Items & Resources   

    Gravedigger Backpack v1.0.0
    Small backpack mod I made using one of my old resources.
    Enchantment should increase carry weight and health regen.
    Can be found on the graveyard of Falkreath.
    Again if you use this mod it would be nice if you send me some in game screenshots.
    • 46 downloads
    • 0 comments
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  14. Kelretu added a file in Items & Resources   

    Wooden Cross v1.0.0
    This is an unenchanted light armor shield in shape of a wooden cross using vanilla textures.
    It can be found in Solitude's Hall of the Dead.
    If you use this mod it would be nice if you could send me some screenshots.
    Note: This cross won't block any damage done by Satan.
    • 37 downloads
    • 0 comments
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  15. Kelretu added a post in a topic [Skyrim] Problem with weights on armor   

    As long as the mask doesn't affect the neck, you don't need the _0 and the _1 since the heads have the same size on all weights. That said, the mess with the vetices comes from a) a different amount of vertices like viltuska said or b) a different vertex order, which might be caused through the import.
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