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Found 18 results

  1. Hi, Is anyone here using Unity the game engine? I'd like to create a game with it but, even with the tutorials published, I have troubles finding my way into it... Any advice would be welcome.
  2. I have been modding for Morrowind and Oblivion for quite some time, mostly involved in making armour in Morrrowind, Oblivion not so much. I use Blender and thus am now attempting to try and make a helmet in Skyrim but I have had no luck finding the specific versions of the programs I need to be able to import/export nif files into Blender. I have been able to find the correct versions seemingly. I have installed Blender 2.49b, Blender_nif_scripts-2.5.9.77b0815, PyFFI 2.1.11.cefd181.win32, Python-2.6.6. I am using the most recent version of NifSkope 2.0 Alpha and I have attempted to set the users 1 and to from 12 and 83 to 11 and 34 as well as removed the BSLightingShaderProperty. Upon saving the model in NifSkope for the process of importing into Blender I receive the Python script error stating that the array is too long in Blender when attempting to import. If anyone knows any links to more relevant versions of Blender, Python nif scripts, PyFFI, and NifSkope I would greatly appreciate it. Thank you.
  3. Index: Part 1: Understanding Skin Partitions - NifSkope Part 2: Understanding Skin Partitions - Blender Part 3: Preparing an Existing Nif for Blender Part 4: Modifying an Existing Nif in Blender Part 5: Clean up the Nif in NifSkope Part 6: Adding Armor to the Creation Kit Part 7: Creating NEW Armor in Blender Addendum: Skin Partitions / Body Parts / Biped Objects Reference Sheet In my bid to understand why none of my modified armors worked in game, I've delved deep into the steaming underbelly of Nifskope to dissect every miniscule part of how the Skyrim body works. I've discovered some very interesting facts that I hope will help any others who decide to try their hand at new armors/clothing for Skyrim. Thus is born this series of tutorials that describe the process of creating/modifying armor and/or clothing for Skyrim in detail with plenty of pictures. Each tutorial is written in a 'classroom' way for you to follow along in the tools yourself. Don't be afraid, get in there and try it. Make a cup of tea, grab some cookies and take your time, there's a lot of information here. Each part is also available in a Word document version for those who prefer to have a printed copy. Download here (soon). Tools required: * Blender 2.49b (not tested on higher versions, but do not use 2.6x versions - the Nifscripts aren't up to the task yet) * NifScripts 2.5.9 * PYFFI 2.1.11 * NifSkope 1.1.0 Knowledge required: These are advanced tutorials that assume the reader knows and understands NifSkope and their way around in Blender. They also assume basic knowledge of the Creation Kit. Disclaimer: Please be patient. While most of the tutorials are written in rough draft, adding them to this forum and uploading the pictures takes time.
  4. I was just googling around and found this: I was reading through and noticed this at the end: I was really surprised to learn this, because a couple of days ago I was having trouble exporting a sword mesh I modeled in Blender. For some reason, the number of vertices changed on export and I had no idea why. In my case, some vertices were duplicated rather than erased. My sword model is already very efficient, even more than the swords already found in the game, but has a lot of duplicated vertices (like the swords already found in the game) to define sharp edges. In the end, I managed to solve most of the problem by re-exporting the exact same mesh with the Blender NIF Scripts for Blender 2.49B again, but there remains a difference in the form of a duplicated vertex in the scabbard I couldn't avoid after the export. The mesh in blender and the exported sword have the exact same amount of triangles (less than 900), but the exported one always has an extra vertex. It's no big deal now, but the first time I exported it, the sword ended up having shading problems because of some vertices that got removed and others cut, even though no such geometry was present in the source .blend file and I've no idea why re-exporting the same unchanged mesh solved the issue either. Anyway, what I'd like to know is if there's a way to disable this PyFFI functionality and leave the meshes untouched on export? I'm a noob when it comes to 3D modelling, but I'd think experience modelers would prefer to optimize their meshes themselves. I didn't even knew what PyFFI was when I installed the Blender NIF Tools, I just thought of it as just another obscure requirement, but now that I know it actually makes judgement calls for the user I'm concerned about the fact that the version required for running the NIF export tool is not the latest one released. I'd appreciate if someone out there could shed some light here. I'm not even sure if what user Arthmoor said is true, but based on my results it makes sense to me.
  5. Hello TES Alliance! I'm in need of a 3D Modeler for "Shadows of Daggerfall" The DaggerfallTeam has 3 Members but we only have one 3D Modeler which is not enough for an entire Providence. If interested please Message here on TESA for more information.
  6. I'm getting into that fidgety sort of mood where I want to change random stuff because I feel like it, and because it's there, and it needs to be tinkered with. Trouble is, at this stage, I have absolutely no idea what I'm doing. Okay, I usually have no idea what I'm doing, but at this point it's frustrating me! So far I've found a BA2 unpacker and the v2 beta of NifSkope, which means I can at least peer at the NIFs (maybe I should include links to these if it would be helpful to others: and if I can remember where I got them). But that's about as far as it goes at the moment. It would appear that there are really very substantial changes to the NIF format, to the point where, at a casual glance, there seems to be a wider gulf between FO4 and Skyrim than there is between Skyrim and Morrowind. An awful lot seems to have changed and is done differently: I dare say this is a Good Thing(tm), but for modders who've got a bit lazy and set in their ways, it presents a bit of a challenge. And a headache, remembering the learning curve I went through to edit meshes back in the Oblivion days when I started out. As far as I can tell, even the usual black arts of fiddling about with NIF version numbers and copying across selected blocks from a donor NIF as I did with Ego Draconis seems to be a bit of a non-starter this time round, and of course at this point I would assume that import & export from Blender is likely to be a long way off. Some people have mentioned using 3DS Max or whatever it's called, but it seems that has the problem that it's not only not a freebie, it's Very Expensive Indeed, which puts it out of the reach of casual modders. I'm guessing that some people have figured out something because I've seen mods starting to appear that include meshes people originally designed for Skyrim, but I haven't a clue how they went about it. I've done some searching with Google but have been unable to find their repository of secrets. So does anybody know where to start?
  7. I started with Insanity's igloo meshes. I wanted it to have a real opening. Got it imported into blender fine, now has a real opening, and I can export and use it in Skyrim just fine. Problem is the UV mapping is all borked. This is how the UV mapping looks on the original igloo: linkie At first I tried exporting the template from nifskope, then setting the UV texture to that in Blender. Still borked. Then I googled about copying UV mapping from one item to another in blender, but I'm missing something. I keep reading instructions that say: 1) Select object you want to copy TO 2) Shift select object you want to copy FROM 3) Control + L to link ... except I don't have the UV mapping option people keep referencing. See? I've been playing with this a long time, googling all kinds of tutorials etc., but I just can't figure out what I'm doing wrong. If anyone can walk me through it, I'd greatly appreciate it. Unless I can figure this out, I'm going to have to give up on what I wanted to do for this mod.
  8. From the album Aussie500

    My second attempt at doing some internal windows to match the outside of a Riften style manor.
  9. Greetings, all! I am using an excellent tutorial from the CS wiki to create my first from-scratch creature for Oblivion. I've got a mesh (with temporary textures), skeleton, and rigging and skinning done. Everything works just fine in Blender, in pose mode. If I move the bones of my skeleton around, the mesh follows as intended. I also created the skeleton collision for ragdoll behavior, skeleton constraints, and the BSBounds object for weapon and spell impact detection. The creature isn't yet animated. I know how to do that part, mostly, and I wanted to test the mesh and skeleton in the game engine before expending the vast effort to animate it. This is where things have gone a bit wonky, and I'm hoping someone out there can help me out. I don't want to post my mesh online, because it would be a total spoiler for my new quest (an addition to Rathunas). The custom creature is intended to be my "boss" for the dungeon. What's working: The mesh and textures look fine in the TestingHall. Pose mode in Blender works perfectly, suggesting that animation will also work when I attempt it. Cursor on the creature shows its human-visible name, and you can activate it as you would a vanilla creature. The creature is selectable with the mouse in console mode. With "motion guides" displayed via console command, you can see the collision mesh, and it looks correct. What's not working: Collision with the player -- I can walk right through my creature. Placement on a console disable/enable cycle -- it mysteriously translates and rotates on the z axis when you do this. Ragdoll -- if I kill the creature, via console or attack, I crash to desktop. I think my ragdoll problems may be because my constraints, which are all of the "ball joint" type, are not all correctly aimed along the axis of the bones. I know how to do that in NifSkope, but it's really tedious and would have to be repeated every time I re-export the skeleton. Hopefully that won't be too often, but during development it will happen a few times. One of the areas where I'd like to get some help is to understand how to set those constraints within Blender so they export correctly. I also have a small number of bones that are not connected to parent bones; they just have an origin in space because for my animations they didn't *need* to be connected. But maybe Oblivion requires all bones to be connected? The biggest problem, obviously, is the CTD when I try to ragdoll this beastie. That is, ummm, kind of a show-stopper. :-) So, are there any creature animators out there who might be willing to take a look at my mesh (which I'll supply by private communication) and help me figure out where I'm being stupid? Thanks for any help that someone might care to offer. :-)
  10. From the album Aussie500

    Attempting to get that Skyrim carrot nif into blender to rip those leaves off.
  11. Hello! As a learning test, I made a modified necklace by simply replacing the amulet circle with a different shape. I followed the armor tutorial closely, since they are so close. For amulets there is only 1 skin partition block in the NIF (SBP_35_AMULET), which is the whole object, and 3 bones. I created a vertex group, and named it BP_BRAIN per the Fallout > Skyrim chart, but it never ends up in the NIF. All of the bones / weight copies from the original instance of the object and makes its way into the NIF just fine, but it's missing the BSDismemberSkinInstance block to tie it all together, so it just ends up being invisible in game. I cannot for the life of me figure out what to do, and I scoured Google / forums trying to find a specific amulet tutorial for Skyrim, to no avail. I spent 6 hours going in circles, it feels like such a ridiculous thing to be stuck on, but I don't want to quit trying to make mesh mods yet (though I'm getting quite close ) Thanks!
  12. Hello, so I've decided to start the trek that is creating a new piece of armor, in my case a new helmet. My journey only started today so I still need loads of help. What I have completed so far: created a mesh for the helmet with textures and collision and imported it into the Creation Kit. What I need help with: getting the textures to actually work (Says I'm missing Texture Sets and is light purple instead of my texture), creating a biped version, and physics (?) (in-game, when I walk into it it doesn't react to me, it just sits there) My words cannot describe how extraordinarily grateful I'd be to everyone that helps me achieve this. I want to learn how to create new things like this but I can't start if there's no one to teach me. Thank you.
  13. Hello guys. I have some problems with creating a weapon (a battleaxe) for Skyrim. I use Blender 2.70a for modelling and 3D Coat for texturing. I absolutely new to modelling so it seems for me that i miss some important thing that i should know in modelling.. So i created an axe with blender. i set a material (actually, first question is should i set material for model?) I make UV mapping. and everything seems fine. As i said I use 3d Coat for texturing. So i made textures, export them to .dds format. When i tried to export my model to Nifscope, i have noticed that my model is absolutely dark grey, with no lighted parts, so it looks like i cant see any egde or face... Using your tutorial to import textures I had the main problem. When i apply textures in Nifscope model looks black with some "holes".. none of the textures (color, specular, normals) is show correctly. What is the problem? What did i do wrong? Here how it looks in Nifscope: http://s30.postimg.org/u3rmg6odt/1111111.jpg I'm sorry asking such stupid questions, but i m absolutely new to modelling, so i dont understand most of the things, so i hope maybe you could help me... Also another stupid question: should I bake my models to use them in games, Skyrim for instance...
  14. We have a tutorial for creating bows in 3DS Max courtesy of Artisanix, but we don't have one for Blender .. Well we didn't until now. This tutorial will show you how to take your newly created bow model, do a little and get the bow into Skyrim. This workshop won't be too long and it does require basic working knowledge of Blender. Do you have that?, Good let's get started! Blender 2.49b - Download from Blender.org Nifskope - Nifskope 1.1.1 Blender Nifscripts - Nifscripts 2.5.8 Pyffi - Pyffi Importing Blender Magic Exporting NIF Preparation
  15. Well at the moment I'm working on a weapon set based around the bear claws in Skyrim, I'm not great at texturing and I would really like somebody to really improve my skills and my weapons significantly. Please only use this file for helping me out, thanks. File: http://www.filedropper.com/bearweapons
  16. Ok, to start out I have been tracking this request thread for quite a while. I have .obj files to the scepter (long and short versions). Now, I made the mod and the esp has all the weapon stats, world placement, etc. but seem to be having trouble getting the objects exported/textured for Skyrim. I have been trying to UV map the models and it's driving me nuts. I follow tutorials, but it seems like once I fix one issue, three new issues arise. Is it something relating to the materials? Is the obj just not Skyrim compatible I'm so confused, I try to use NiConvert and it freezes as soon as I click convert. The times I am able to export a successful nif, errors such as the one above happen. Could anyone take a look for me? The Loki's Armory request thread has been open since May 5, 2012 with over 6,800 views and 58 replies, I feel the mod would do the community good, I want to contribute so bad and all these problems keep holding me back. I even talked to a modder who had finished spear/helm models but never published because he ran into a few issues. This was at least December 2012. I am using Blender 2.49a(?) and have Nifscripts working and have exported fine before, I have very little experience in 3D modeling though and may be doing it wrong. My question is, will someone take their time out to collaborate with me and release the mod? I will renounce rights to publish the mod to whoever decides to be so kind as to help me (Unless you do not want the burden) and the others who have wanted this for so long! Here are my source files, I'm not sure if they have proper UV maps or not. Another thing I would like to do is take the spear-head from the shorter model I have and put them on the long version, but it didn't work right when I tried it myself (I know, I suck) Thank you to whoever takes time out to help! http://www.4shared.com/rar/XYMuE7ib/LokiScepterBOTHWIP.html
  17. I've decided to try my hand at editing some armours, using the guides Blender/Custom Cuirass and Blender import and export armor for Oblivion as references. I'm a bit overwhelmed by the import settings I see compared to the import settings I've seen in the guides though. Should I just untoggle the settings that don't appear in the guides?
  18. Rendered in Blender (Diffuse Map, Normal Map, Specular Map) Contents: Normal Maps Ambient Occlusion Colour Blockout GLSL Shader (Real time Viewport Shader) Introduction: I'm betting you've heard the term "Baking" mentioned before and I'm sure you were a little confused as to what it is or how you would go about baking in Blender. This workshop is going to cover that There are a few different textures that can be baked, we can also view them in real time using the GLSL Shader, the workshop has been broken up into sections each covering one of these. Smarty Says: The workshops here unless stated were written using Blender 2.63.