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SickleYield

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About SickleYield

  • Birthday 10/02/1981

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  • Gender
    Female
  • Location
    USA
  • Interests
    Books, comics, webcomics, movies, PC gaming and modding, Poser/DAZ content creation and rendering, swing dance, anatomy and physiology, Christian theology.

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  1. Are you the same SickleYield that's at Oblivion Nexus?

  2. Thank you! It certainly has been so far. :)

  3. HAPPY BIRTHDAY!! :D

  4. I added this info to the first post as well.
  5. Thanks! I've saved your post for future reference. That is indeed very different (albeit somewhat easier). I've found tutorials for making new heads (I'll probably be doing that, too), but the ones for clothes tended to focus on CS setup and 3ds Max. I haven't really done any animation for a loooong time (since I wrote about 3/4 of a tutorial on it and thus earned myself a jillion emails I couldn't answer because I'd never figured out what they were asking). But that is very exciting news.
  6. whoooo Blender is awesome!

  7. Yep. The distant land feature is groundbreaking, too. Now if only I could get MGE not to cause my graphics driver to fail every ten minutes. That's on an ATI Radeon 4850, mind you. And savegames take FOREVER to load with MWSE on (initialization seems to be the lag phase). I've been playing again lately and am interested in making some BB clothing and/or armors. Nioliv's meshes are fabulous, but I'd like some new ones. Are there any Blender-related tutorials for MW rigging etc.? Is it just like Oblivion's with the necessity of using a clean skelly and so on? Are there special tweaks required after export with current NIF scripts? How do I properly set things up in the CS and make sure my .esp is clean? I just don't know! I have considerable experience meshing and texturing for Oblivion, so I'm not a stranger to Blender or TES games, I'm just needing a primer on Morrowind specifically.
  8. Those who already know this, ignore it, of course. But I've been working with Blender for three years and never knew this until now. My friend the mysterious Lord Enigmatic just shared this incredibly useful little tip with me. Normally if I want to select an edge loop (that's a circle of vertices, something you need to do a lot when modeling clothes or armor) I would press ctrl+e and select from the menu that comes up. It's faster and easier to select one vert and press alt+right click. It takes a little bit to get the hang of it, since it chooses which vert loop to select based on which direction you click, but it's VERY worth it. And you know why? It works in the UV screen too. I cannot even DESCRIBE how useful this is. It has cut my UV mapping time in half. The reason is that whenever you model something long and twisty, like a strap or a belt or a vine, you can't auto UV map it without it looking screwy (even with a seam up one side created by selecting a vert loop with either method). Before I would have to individually select every individual vertex in that line of 100 or so before I could use w, 2 to haul them into a straight line. Now I can just alt+right click and there it is. I am SO geeked out about this, I had to share it with everyone. I'll be posting it on other forums I frequent as well. EDIT MUCH LATER: I just got this message from Vince here at the forum. He suggested consolidating the relevant info, and it seemed like a good idea to me. It will be added at the end as well.
  9. Culling! Yes! -Has learned a new term- -Does a little dance-
  10. Yep, that'll be why. I don't know the exact mechanics of the game engine (I'm just a modeler/texturer), but I do know it doesn't fully render things you're not looking at - just looking away from a mob of baddies that are destroying my framerate can cause it to pick up enough for me to run to where I can't see them all. Large, stationary hires objects that are not all visible at once are less apt to be a problem than small, animated hires objects that are in a visible array, is what I'm saying. You might need to put a rider in the readme with your own system specs and "don't play this with Oldblivion," but otherwise I wouldn't worry.
  11. When you say they're in different sections of the interior, do you mean just in different areas, or are these actually different cells (i.e. are there loading doors between them)?
  12. Only one way to find out - try it.
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