Difference between revisions of "3ds Max/NifSkope: Custom Weapons"

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imported>Treleth
imported>Treleth
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'''Step3''': Make a UV map usign this tutorial [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics link]
'''Step4''': Make a UV map using this tutorial and apply an image using the UV-Iamge Editor[http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics link]






'''Step 4''': Hit F6.  Click new texture, and for the type, choose image.  Navigate to any image, you can change this laterIt just has to have a texture in place (I believe).
'''Step 5''': Do a test render by going to render>render current frameIf your weapon has a texture you should be good.
[http://img.photobucket.com/albums/v665/EdgeOfForever/blendermaterial.jpg Screenshot]






'''Step 5''': Hit F5.  Look for the tab on top of the bottom right menu…click map input.  Choose the UV tab.
'''Step 6''': Export as NIF format.  If you get the UV coord error, you did not perform step 5 correctly.  Open it in nifskope.  If you can view your mesh and have a texture node in the file, you did everything right.  Proceed as Max users would (Step 5).
[http://img.photobucket.com/albums/v665/EdgeOfForever/blenderuv.jpg Screenshot]
 
 
 
'''Step 6''': Do a test render by going to render>render current frame.  If your weapon has a texture you should be good.
 
 
 
'''Step 7''': Export as NIF format.  If you get the UV coord error, you did not perform step 5 correctly.  Open it in nifskope.  If you can view your mesh and have a texture node in the file, you did everything right.  Proceed as Max users would (Step 5).




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