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About CaBaL120

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iconoclasty
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L.S.D.
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wacom... always wacom, are imo the best....from the cheapest line to 1000 euros beast ...i have an intuos4M. bamboo series should be the entry level.. there are different size, clear bigger is better..i bought one for a friend m or l size... i do not remember for about 75 euros some weeks ago...solid, does its work, does not mess the kitchen...does not talk... much :smile: clear if you look for satellite precision and silky tantra massage sensibility prepare a bag of money...a big one, but as said an entry level will do what you need.
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mate... buy a graphic tablet... even a cheap one/2nd hand or so , no need of big tecnologies, just to use a pen and not the mouse. keep in mind that photoshop wrks with layers... it's really important to keep anything in its own layer or group, so you can fix what you do not like simply removing and replacing a layer or a group... no need to redo the whole thing for a detail. also layers will help you to mix colors and effects... colors are never monolithic... there is always a range and light+shadows. to help model maker try always to make a frontal picture... no prospective, no distorsion, no "poetic license" :smile: it's great to see someone working on concept art....something often underrated...instead totally important, a good concept simplify your life in any step of game creation good luck Matthia
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nothing is simplier than a common specularity line for equipment .. there are game tiers... steel ,iron, elven and so on each one should have a precise specularity base... clearly detailing and fine tune would change something in final result but is important to keep a common base. + materials commonly found in any armor set ...like leather or cloth ...this is quite simple as well, we decide the "range" of leather and any leather will have a specular into that range...as you can imagine color at this point tends to be less important and the color variations in the theme "leather" will always keep consistency having a similar specularity sometime nifsettings mess with specularity... this is the part of fine tune of nifs /or specular values it could be a little complicated.... in my opinion ALL armor set should try to have the same specularity values on nifs...at least brightness... and we can leave textures do the rest but as said many times this would open the pandora's box of compatibility with body replacers
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about lighting... i guess we should involve lighting mods in the process and we should aim for consistency...in other words we should decide a common line for specularity of objects and color palette so to have the best result with the chosen lighting mod/mods
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yes ...around 4800 textures actually well visible ingame,still we should not fear the number ,many... and i mean many textures are directly related one other... long story made short: enviromental , base dirt---> add leaves= riften dirt. base dirt--->add stones and moss= other area... and so on dirt +large stones=roads snow01+stones = snowroad walls: base mortar+ squared medium stones= whiterun base mortar+many little ordinate stones=other city. armour: create materials and apply same materials on weapons of the same set . in other words bethesda does not create ANY texture ad hoc but moves through steps... this helps to keep consistency,smoothness in transition and in the same time saves LOTS of time
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deserved so ...welcome i did not say yet ...skaal set is really nice, well done
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yep indeed very curious to see what can pop out from the idea. ...usually creation of game assets starts with concept. just throwing a proposal... since many skyrim concept arts are around from game release, but actually they never arrived into game ,or what arrived in game was very different ... (and worst) as a basic general line... what about trying to bring (where possible) some concept art atmosphere back into game? using concept as reference and not the actual game asset?
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i'll stop right now tony ... sorry for the mess... but i did not deserve insults by a good to nothing child wellcome on board Hein... i was hoping for you to cooperate
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Hating on me, after I'm already out of the project, you really are a troubled one """I knew you weren't right in the head What did the doctors say hu? What kind of autism you got? Or is it even worse? You need 30 animals to live with you, because humans won't""""" Moto... this is not fair... are personal things that this "person" got no right to write down here particularry when he was not even in my mind when i wrote my previous post...i was talking in general and above all none of these things are anyway related to discussion. you would accept such insults for free? zerwas... i have a fantastic wife 10 year younger than me , a super job (tecnically i could even not work) but prefer to bring home 40k euros/year and keep me busy ,1 bmw and a big land roverr in my garage last time i volountary saw a doctor was 2001...a boxing championship...won and while you make youporn rich i save dogs from illegal fighting, train dogs for rescue and guard...and lend my horses for pet terapy that's way i have 30 animals... idiot i'm happy... a lot :smile: can you say the same?... probably not... otherwise you would not be so frustrated puppy
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zerwas... 1st who are you? 2nd why i should hate you? 3rd... you're out of the project?.... ciao! about the rest of your so called post.... you do not deserve an answer :D have a nice day oh right you're the one... my (crappy) work is better than yours...i'm better than any of you...can even teach you how to write a message... fine luckly you're out then... in quality check my turtle is better
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....let's keep the quality control restricted and as last of our thought. i have a "family" of 6 pittbulls,9 bull terriers,4 dogos argentinos , 1 perro canarios,4 bandogs (mastiff / pittbull) + 3 horses 2 cats and a turtle ... any of them could claim to be in for quality control...but...they cannot do well the crucial task.... oh well maybe better than some people... but not well enough.
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CaBaL
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Repainted Texture Looks Jumbled in Game
CaBaL120 replied to ToxicCosmos's topic in Skyrim's Skyrim LE
be sure that textures paths in nifskope are correct and in the short forms i.e. not C/User/steam/fallout/textures ... just textures/(folder name) if paths are properly set your nifkope model should be WHITE in nifskope but should work fine ingame... if textures are visible in nifskope there's an error. dxt formats are not particularry important in this case... just dxt5 interpolated alpha is used for normal maps (alpha is the specular) and wherever you have transparencies . dxt1 is used for textures without transparencies. size does not matter at all... you can replace a 512x512 text with a 4096x4096 tex without problems.... just keep the ratio -
Ready to Import Necklace (amulet) Behelit 3D model
CaBaL120 replied to v3n0m23's topic in Skyrim's Skyrim LE
you need nifskope to open an existing game necklace. this nifskope release seems efficient and stable: 1.1.0-rc4 1st export obj from game necklace and import in 3dsmax (blender whathelse) in the same scene with your object. scale (eventually move/rotate) your necklace so it has same size of game imported object. delete game imported thing and export OBJ of your necklace (if 3dsmax kills uvcoords can always export a fbx and use blender to export obj ...i often do so ) re-open game necklace in nifskope. click on it in nifskope window , you'll see that a NITRISHAPE has been selected in block list panel. expand the nitrishape you will find a BSLightingShaderProperty with a number...write the number on a piece of paper. also will find a nitrishapedata select corresponding nitrishapedata, right click,block-->remove branch select nitrishape again, go on top of nifskope window--file--->import---->import obj select your obj. right click on the new shape in nifskope window--->mesh---->face normals. re-expand nitrishape...you will see a nimaterialproperty (are the old properties set in 3dsmax... you do not need them... )right click on the entry block remove branch (or ctrl+del) to remove branch. click again on nitrishape and move to block details panel. scroll down... you'll see the "properties" entry... and "none " on the same line insert the number you wrote before on the piece of paper replacing the first "none". back on the block list tab, select nitrishape data move on block details tab change these values: Num UV Sets=4097 Has Vertex Colors=yes basically done... now you just need to set textures paths in BSShaderTextureSet can also use nifskope to add or remove envmap/ envmask, alphas, glowmaps and change the specularity values of the object (always a good idea to enhance specularity for skyrim imho) last thing: before saving nif file remember to "spell" and "update all tangent spaces" on top of nifskope menu. nifskope may eventuall give an error message whie saving nif.... just.... nevermind. many many thanks to ghosu -
Anyone willing to help me texture a shield?
CaBaL120 replied to 5seasons's topic in Skyrim's Skyrim LE
sure, an image would help a lot... i'm just guessing, so correct me if i'm wrong , you combined existing meshes from game stock or is a new model model you made in blender/3dsmax? in first case model have already uvmaps... you just need to use nifskope to adapt and fix em. just open the nif file ... right click on the model, textures,edit uv. in this case we do not have an hipoly... we have just the game low poly and we need to "invent" normal maps. in any texture project normal maps are always necessary and are the bases of diffuse ans specular map (eventually envmask) if is a new model the story is way more interesting since we have now a base shape, you could raise the polycount and "sculpt" details. there's a great tutorial by millenia here http://www.youtube.com/playlist?list=PL925958D31D8D30C7 it explains everything very well...with the new model you can actually bake normal map from hi poly and get great results since quality of textures comes from precision of normal map