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

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Tag: Manual revert
 
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{{Byline}}
Created by [[User:EdgeOfForever|EdgeOfForever]]
edited by Treleth


== Premise ==
== Premise ==
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'''Step 1''':  Obtain/Create your mesh in your 3d program.  You will need to UV map it as well, then place textures on it.  Oblivion supports color maps, specular maps, and normal maps (there are more, but they are not used by most meshes).  There are many, many tutorials on these subjects online- Google the subject if you don’t know how it well.   
'''Step 1''':  Obtain/Create your mesh in your 3d program.  You will need to UV map it as well, then place textures on it.  Oblivion supports color maps, specular maps, and normal maps (there are more, but they are not used by most meshes).  There are many, many tutorials on these subjects online- Google the subject if you don’t know it well.   


However, I will mention this- if you are familiar with bump maps, grayscale images that represent height on a texture, it is fairly easy to convert these into a normal map.  Using the aforementioned normal map filter, accessible in Photoshop via Filters>Nvida Tools>Normal Map Filter, you can turn a grayscale image in Photoshop into an RGB normal map.  Explaining normal maps themselves is another matter- again, Google it if the concept confuses you or you are unfamiliar with it.
However, I will mention this- if you are familiar with bump maps, grayscale images that represent height on a texture, it is fairly easy to convert these into a normal map.  Using the aforementioned normal map filter, accessible in Photoshop via Filters>Nvida Tools>Normal Map Filter, you can turn a grayscale image in Photoshop into an RGB normal map.  Explaining normal maps themselves is another matter- again, Google it if the concept confuses you or you are unfamiliar with it.
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