Difference between revisions of "Blender/Custom Shield"

33 bytes added ,  01:45, 14 October 2006
imported>Sickleyield
imported>Sickleyield
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Reminder: if you're starting from a game mesh, do NOT add vertices or you will mess up the UV map and make texturing very difficult.  The only way to get around this is to select some vertices and click "subdivide" down in the buttons window.  Voila, you have new vertices and faces that are included in the UV map already.
Reminder: if you're starting from a game mesh, do NOT add vertices or you will mess up the UV map and make texturing very difficult.  The only way to get around this is to select some vertices and click "subdivide" down in the buttons window.  Voila, you have new vertices and faces that are included in the UV map already.


=='''Preparing for Export'''==
=='''Preparing for Export: UV map, Material and Texture'''==


If you edited a game mesh, your shield is already in the right position for export.  If not, you need to select the handle of the game shield you imported (remember that?) and then click "select - inverse" in edit mode to select everything BUT the handle.  Now delete.  Now line your new shield up with the handle.  Important: DO NOT MOVE THE HANDLE.  You can go back to object mode and click ctrl-j to join the two objects if you wish.  This may make things a little simpler.
If you edited a game mesh, your shield is already in the right position for export.  If not, you need to select the handle of the game shield you imported (remember that?) and then click "select - inverse" in edit mode to select everything BUT the handle.  Now delete.  Now line your new shield up with the handle.  Important: DO NOT MOVE THE HANDLE.  You can go back to object mode and click ctrl-j to join the two objects if you wish.  This may make things a little simpler.
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If you started from scratch, this is where you need to give the object a UV map, a material and a texture in Blender.  I'm not going into that here.  It's in the sword tutorial: http://cs.elderscrolls.com/constwiki/index.php/Custom_Sword_in_Blender#Getting_Your_Sword_Ready_to_Export   
If you started from scratch, this is where you need to give the object a UV map, a material and a texture in Blender.  I'm not going into that here.  It's in the sword tutorial: http://cs.elderscrolls.com/constwiki/index.php/Custom_Sword_in_Blender#Getting_Your_Sword_Ready_to_Export   


If you started from a game mesh, you don't have to do any of that because it's already been done for you by Bethesda.  Don't forget to use ctrl-a to apply scale and rotation.  I recommend also saving the UV map from the UV map window for texturing use later.
If you started from a game mesh, you don't have to do any of that because it's already been done for you by Bethesda.  Don't forget to use ctrl-a to apply scale and rotation.   


If you need to make a whole new UV map, here's the guide to that in my sword tutorial:
If you need to make a whole new UV map, here's the guide to that in my sword tutorial:
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http://cs.elderscrolls.com/constwiki/index.php/Custom_Sword_in_Blender#Getting_Your_Sword_Ready_to_Export:_The_UV_Map
http://cs.elderscrolls.com/constwiki/index.php/Custom_Sword_in_Blender#Getting_Your_Sword_Ready_to_Export:_The_UV_Map


Either way you shouldn't have to UV map the handle, since it already has a map of its own.  Just make sure it doesn't overlap oddly with the map for the rest of the shield.
I recommend also saving the UV map from the UV map window for texturing use later.  Either way, you shouldn't have to UV map the handle, since it already has a map of its own.  Just make sure it doesn't overlap oddly with the map for the rest of the shield.


=='''Exporting the Mesh and Editing in NifSkope'''==
=='''Exporting the Mesh and Editing in NifSkope'''==
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