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Found 9 results

  1. Hi, I hope I can just post here. If not, please move it elsewhere. I still don't know how this teacher thing works here So I created my first model (or I am still in the process). It's a stool of oak wood based on a medieval design I found. Just something simple to start with. I created the mesh and then I textured It (just the basic textures, no specular or anything). I am using two different textures. One for the top and the sides and one for the legs. When I put the textures on it looks pretty alright: However, when I render that thing it appears that the textures on the legs are missing: How can that be and how can I fix this?
  2. Hello there! My name is khkoh but I'm also known as zzz in the some game community (i am not active in forums) . I am 30, i start from TES4 , and i have experience to create my own version of armor and simple over power item in creation kit for myself(trying not to break the game balance yet maintenance the vanilla taste, personally i enjoy hack and slash and wandering around) . I'm applying for a 3d/2d /art generalist position in the Beyond Skyrim development team. I have very little knowledge about TES history, English not my native language too. I'm a freelance 3d,2d artist, used to work in game(mobile) /film/tv-series. also improving my art sense through online training course like (schoolisim, FZD youtube channel, BlenderGuru..etc) I am always passion about game art, Beyond Skyrim Project is Impressing, hopefully can see the south area more and more sunlight... I am not a winter person I used to join Global Game Jam event, bellow the link are my Folio page. I did't put everything in. you are welcome to ask me for specific folio. https://khkohblog.wordpress.com/folio/ Thanks for taking the time to read my application and I look forward to hearing back from you all! P.S i haven't try out Bruma yet... only watching a few youtube videos, mind if i ask it is compatible with Ultimate Combat, High Levels enemies kind of mods? Thanks Again regards KHKOH
  3. Application: 3D Modeling/Texturing

    Hello everyone! (Who has decided to read this application), I'm writing this application as I would love to join the Beyond Skyrim development team. I am a 3D Modeler with quite a few years working in Blender and I'm also starting with texturing. I am really interested in the creating of weapons, clutter, items and other misc items. Although I mostly prefer small things (as named before) if I am required to do some architectural and environmental models I will surely do my best. Right now I am not specifically focused on a certain province and would like to make (weapons, items, clutter, misc, etc.) models for anyone who requires them or models that can be used across multiple province projects. If I am required to recall the province I think I'd like most, it would be Elsweyr. I also have quite a bit of experience in porting models into and from the Creation Kit as it was what I mostly did a few years back (almost ported the whole Whiterun into the Source Engine using Blender but months of work was lost after my PC was stolen). Unfortunately I couldn't find any models that I have permission to share publicly at the moment, so I quickly threw together some things in the last 2 days. Here they are: http://imgur.com/W98uj6J http://imgur.com/TNAK3fl http://imgur.com/AC7NMGa Hope this is enough, if you require more I could work on some more tomorrow. If I require any skills for certain things I am always willing to learn, I learn and work fast. Quality is very important to me and thus unfortunately I have the tendency to scrap things if they are slightly not to my liking (and I have the time to redo it). If you want to know anything more, please send me a message or simply reply with any inquiries. Sorry for making this so long, I'm just really exciting about Beyond Skyrim and all the upcoming things. Kind Regards, Woeful_Wolf
  4. Hey everyone, I'm a 3D environment / texture artist looking to possibly contribute to the project. I don't have a lot of time on my hands unfortunately, but I imagine every little bit counts. I specialize in hard surface models but I may be inclined to work on more organic things like boulders, brick walls, etc. You can check out some of my work on my ArtStation: https://www.artstation.com/artist/bartalon Thanks for having a look.
  5. (Basic) Multilayer Parallax Tutorial

    Hello everyone! There is a large myth going around that you can't use Parallax without ENB. People have been making textures around this myth for years now. I am here to tell you it is only partially true. Multilayer Parallax is a powerful form of parallax that is a form of depth map. A depth map differs from a height map in that instead of raising the detail, it lowers some detail of a texture. In Skyrim, you can also fake subsurface scattering with this map, but this tutorial will not get into that at this time. Regular parallax, as some of you know, is a height map. It is a single height texture. This form of parallax is not the strongest form of parallax out there. It is, however, the one you cannot use in vanilla Skyrim. Thus, the myth about parallax is partially true in that you cannot use the height-map based parallax. You can, however, use the more powerful, depth based form of parallax and that is what I am going to show you. Time from now until complete implementation: roughly 5 minutes for seasoned texture artists. 1) Open your Diffuse map in Photoshop. go to the channels section, and click the "add new channel" button. 2) Open your normal map for the same texture, and make it a height map: 1) Select: Filters => NVidia Tools => Normal Map Filter 2) In the window that pops up, select "convert to Height Map" and hit ok. (Note, there are specialists programs out there such as Crazybump and Xnormal which may be a better option for this step.) (you may need to invert the X channel.) 3) With the results of that done, hit "CTRL+A" to select the entire image. Then "CTRL+C" to copy that result. 3) Go back to your Diffuse map, and select your new alpha channel. Make sure it's the only thing selected, then hit CTRL+V to paste what you just copied in there. What you just pasted was an alpha layer that makes certain parts of this diffuse disappear so your second diffuse can show. 4) Save the results of this as DX5 format. I like to suffix these with MLP so I know I am making a multi-layer parallax specific texture. 5) Now, in that same file, select your alpha channel again, and hit "CTRL+I" What this does is inverts the results of your height map, turning it into a depth map. 6) Save the results of that file. I like to suffix it with MLP_D to tell me it's a multi-layer depth map specifically. You should not need photoshop after this point so if you like, close it out. 7) Open the .nif file you wish to apply these multilayer parallax textures to. 8) Select the specific NiTriShape you want to apply Multilayer Parallax to. 9) In that NiTriShape, select Skyrim Shader type at the very top and turn that into Multilayer Parallax. 10) In Shader Flags 2, ensure that the Multilayer Parallax Flag is check. This will open up the multilayer Parallax flags at the bottom. Ensure no flags for environment maps are checked, as you cannot use an environment map and multilayer parallax at the same time. You also cannot have a glow map with multilayer parallax. If you want either of those in your nif, you need to model them as separate objects/NiTriShapes. I would also advise beginner to copy the flag settings I have below if you are unsure which flags you need: 11) Scroll down the the sections that have the word Parallax in them as shown in the picture below. Play with these settings to your hearts content and find out what you can get away with in-game. Here is what those settings do: Parallax Inner Layer Strength: This is how deep you want your depth map to go. Numbers appear to range from 1-100, but this hasn't been thoroughly tested yet.Parallax Refraction Scale: This controls how much your maps wrap around your normal map. Numbers appear to go from 0-1, with 1 being 100 percent. Worth playing around with.Parallax Inner Layer Texture Scale: This controls the scale of the UV map for your inner layer Diffuse, unless you are doing advanced mapping this needs to be at 1, 1.Parallax Env Map Strength: Controls how much your top Diffuse effects the entire texture. Goes from 0-1, with 1 being 100% Suggest less than 1 and worth playing around with.For those who want some suggested settings that work, see pic below. 12) We aren't done yet, time to plug in the textures. Go into BSShaderTextures by clicking the little arrow and plug your MLP into slot one, your normal map into slot 2, and your MLP_D into slot seven. At this point it should be ok to save the file and test it in-game. Total prep Time: 5 minutes or so. It really is worth doing and will boost the quality of your work an incredible amount. Credits: Everything I learned was from this link, the rest I figured out on my own over the course of a night: http://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/
  6. As one of Beyond Skyrim's Modelling teachers, I have decided to make the tutorial components of my lessons public In this thread, I will go over modelling and texturing for Skyrim using the Gimp and blender. Part 1 - Modelling a House (or clutter or what have you-static non organic objects in general) Alright, to begin, I assume you have the latest version of blender installed; it is all we will need for this stage. Upon opening the program, you should see the standard starting cube. There are also a lot of scary buttons. Ignore them. Most buttons do one thing, and one thing only; this is usually something obscure, you'll learn what the buttons do over time... but you'll rarely use them for most things. Now, before you begin modelling, you'll have to understand the basic interface. Blender works mainly through a series of keyboard short-cuts, many of which will become second nature as you learn. Camera controls: The blender camera rotates about a fixed point, you can move that point, as well as rotate using the mouse and shift key. -to move the camera (or more specifically the point around which it rotates), hold down the middle mouse button (mmb), hold shift, and drag the mouse around. - to rotate the camera (around said fixed point) hold the mmb and move the mouse. If you have a number pad built into your keyboard, you will be able to use it to quickly rotate between convenient angles. If you have no num-pad, use the num-lock and the regular numbers. 7 - top down view 3 & 1 - side views 6 & 4 - rotates left and right by an increment and most importantly, 5 - switches between isometric and flat views. Beginning the model Once you have mastered that, and thus feel good about yourself, we can move onto the model For this tutorial we will use concept art as a base, I recommend doing this at early stages- or when you want to always have a reference for scale. So, find whatever art you intend to use; I will use this: you'll probably want something with smaller details, mine is a part of a bigger picture (brilliant artist though) (concept created by smalish for sutch) Adding a background image now, go back to blender and hit the N key. This should open up a menu in the program. Scroll down to "background images," check the box, and add your image (use the opacity slider to dictate the visibility of the image" (picture is to make it more exciting- crop is to annoy Xae [admin] slightly less with my constant image uploading) Actually modelling Alright, now to get to work. Here are some basic model manipulation tools: By hitting the TAB key, you can switch between edit mode, and object mode. Edit mode is for editing vertices, while object mode is for moving and viewing everything -hit Z to alter the visibility of your models faces. While they are invisible, you will be able to select vertices otherwise unseen -Hit Alt-Z to switch to switch to an alternate rendering effect (there are toggles for these things, I suggest you look around the screen as you use the short-cuts, the toggles are not hard to find) For now, go to edit mode All of modelling involves manipulating vertices in some way or another, and to do this- we will need to select them. There are many ways to do this: Selecting vertices (colored heading for easy reference- in case you thought I was going crazy with the colors. You will thank me later) -Right click on a vertice. Hold shift while doing so to select multiple vertices -hit B to use a box select -Hit C to use a paint select- scroll up and down to vary the size of the brush. near the bottom of the screen, there is a toggle that allows you to switch between selecting faces, edges, and vertices Moving vertices -use G to grab all selected vertices; move them with the mouse, and right click to set them in place. -use R to rotate them (applicable only with multiple vertices) -use S to scale them (applicable only with multiple vertices) -whilst moving, rotating, or scaling, you can hit Y, X, or Z to limit your work to a specific plane. Creating a new object- and deleting things If you have fiddle with this properly, instead of trying to memorize everything before opening the program (If this is the case, it is not too late to start over- I would have to...), you should have something that looks like this: This won't do- Select all of it, and hit X. Delete vertices (you can also hit "Delete") To create a new object hit Shift A. I suggest using a cube again, but... to each his own. Now, there are one or two final things you need to know, before you will have all "essentials" for modelling basic objects. One- Extruding This is arguably the most important thing about modelling you will ever know select a face, or multiple faces (either with face select, or by selecting all of the vertices of the face) Hit E drag the mouse around (again, you can limit this to a single axis by hitting X, Y, or Z) click to lock in place If you did not actually do this, you are now clueless (ha- I have caught you [a message to all the people skimming this page] {colored red for my entertainment}) Subdividing You will see clearly the usefulness of this tool Select a face hit W select "subdivide" from the pop-up menu voila. If you did not actually do this, you are now clueless (ha- I have caught you [another message to all the people skimming this page] {colored red for my entertainment}) Now, these are the basic tools for modelling. Using only what was written here, you should be able to make basically anything. Every modeler has there own style; you will have to develop yours through practice. I suggest you use a piece of concept art or a photograph at first. Try to recreate it to get the feel for how to create using blender. Experiment and fiddle with this for awhile- post any questions you may have Soon, when you are comfortable with all this, we will move on. Final piece of advice: I do not presume to tell you what to make... but whatever you make, make it with more than one object. When we get to the texturing phase, you will want each material to have its own object.
  7. I would like to make a high resolution texture pack for Skyrim and when I'm comfortable with texturing I would like to contribute to the Beyond Skyrim project, where do I start? Any essential software I need apart from Photoshop/Gimp/Blender/CreationKit? For a start I would like to make a higher resolution texture for the alchemy table to get the hang of it. For more experienced modders: What's the most convenient way of working with (re)texturing? Workflow tips? So. Many. Questions. I hope I'm posting this in the right place...
  8. The principle and method is rather straightforward; basically, it's a way of adding color shades to an NiTriShape without editing its texture, since all this work is done at the vertex level. It's not just "dots" of colors though, as a painted vertex will add its color as a _gradient_ to its connected edges, and polygon(s). Such a gradient is obviously affected by the vertex color of the neighboring vertices. So, here's an ultra simple example... let's say that you have a cube with its four lower vertices painted black and its four top vertices painted white, as a result you'll get this effect: - bottom square face (two triangles) : appearing darkish - perhaps almost black if the diffuse texture already has dark values itself, since the bottom face is fully _bordered_ by four similarly black painted points. - The top faces will be white tainted (doesn't really affect the diffuse, in other words), - The four side faces while get a dark-to-white gradient (adding itself to the values of the diffuse texture) Now, if this cube is vertically elongated, like it's some sort of a simple pillar base, this gradient will be obviously softer, with nice grey tone overall. But finally, imagine that you'd only want a small shadow near the base, rather than one going from bottom to top of the mesh; you could simply add an horizontal edge loop of white painted vertices to your cube mesh at 25% of its height; the gradient would then go from the bottom to these extra points only, and the majority/higher parts of the side faces would remain white/unaffected. Optimal use of this: the extra loop should ideally also add a bit of detail to the "pillar" shape, perhaps simply making it less straight - killing two birds with one stones that way (here for making the vertex colors subtler, and refining the mesh itself). You could simulate ambient occlusion, that way, and it's actually one of the most frequent use of vertex colors Here's a more practical example of this simulated AO/shadows, models on the right have Vertex Colors, while those on the left only have the base shader property. No textures : The other very common purpose of vertex colors is to add a bit of color diversity to models using the _same_ textures, rather than creating colors variants of your textures. This is more FPS friendly for almost any game engine, including Skyrim's. Example: You could have two wall meshes side by side, with the same textures, but one wall could have a few greenish or brown tinted parts thanks to its vertex colors. And of course, nothing prevents you from using vertex colors to add both : simulated shadows/AO AND some colors variations. Here's a example, using VC for adding both fake AO and color variation; again, VC on the right only, and same texture for all models of course: And here's a pic showing you only the vertex colors data added to get the previous results: As you can see, it doesn't requires that much work, though your model has to be sufficiently detailed. If it is too low poly, you'll get less subtle gradients and results obviously. As for the exact methodolgy, it obviously varies a bit from one 3D software to another, but the tools are rather similar and there are tutorials and wikis about this very subjects that should be easy enough to google out, no matter what your application of choice is. Just google "vertex colors" and "Blender", or 3DSMax or whatever and that should tell you which tools you have to use, and how, to tackle this. Being a Maya user myself, I doubt that I could be of any use regarding this specific point, though - again- vertex colors painting generally implies some rather simple tools, whatever the software is. Lastly, if you're still unsure about what I've just written, you can also make a couple of very simple self-educational checks in Nifscope, and it'll only takes 5 minutes: - Launch Nifscope, and open - for example - the vanilla nif file "wrstairswater01.nif" , in the meshes/architecture/whiterun/wrcitywalls folder (provided that you extracted this with BSAopt or a mod manager...). - In the Block List, expand the NiTriShape 27, and click on its child "28 NiTriShapeData". To make the next steps easier to watch, click in a empty space in the 3D preview window so as to unselect the mesh, but keeping 28 NiTriShape data as the selected node hence letting you see and edit its properties in the lower Block Details panel. - in this panel, scroll and find the boolean value "Has Vertex Colors", which is set to "Yes" by default. Double-click on "yes", switching it to "no" and see that in the 3D preview, all vertex colors being deactivated for this mesh part it loses the simulated shadows on the sides. - Double-click again to get them back. When this value is set to "yes", the next one "Vertex Colors" is editable, greyed-out otherwise. And since it's a data list, click once on its little triangle left to its name so as to expand this list. You can see that most vertices are left to a default white colors ("ffffffff"), but some are brownish, and a few others even black. - Click on the first brownish one in the list, and in the 3D preview one of the mesh points has just turned yellow, as an indication of its selected state. Click on the next brownish one, and more if you want, you'll just see that their position on the mesh obviously fits the tinted, darker parts. If you'd like to make a further test, you could even actually use Nifscope to set the colors of vertices. Considering its total lack of brushes or painting tools it would be a masochistic task to do for any kind of actual work, but for a test or very simple editing it's simple. For example, just click/select again the first brownish vertex in the vertex colors list, and click on the color icon in the "value" parameter, a colors wheel pops up. Try setting up a bluish colors, for fun, and check the 3D preview again. You could also double-click on the hexagonal value itself, to set 24bits RGB values if you prefer. in this pic below, on the left I deactivated the vertex colors for all meshes, and left them on "yes" on the right. Regards, and I hope this helps, - Lone.
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