Difference between revisions of "Blender/Custom Sword"
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This is a very detailed tutorial showing you how to create a simple sword from the ground up in Blender. It’s quite involved, so anyone who feels they can make it more readable is welcome to edit. That’s what wikis are for. :) | This is a very detailed tutorial showing you how to create a simple sword from the ground up in Blender. It’s quite involved, so anyone who feels they can make it more readable is welcome to edit. That’s what wikis are for. :) | ||
==Important Preliminaries: Necessary Tools== | == Important Preliminaries: Necessary Tools == | ||
You will need: | You will need: | ||
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*A graphics editor like the [[GIMP]] or Photoshop. This tutorial won’t cover making a custom texture, just tell you how to get one onto the mesh. | *A graphics editor like the [[GIMP]] or Photoshop. This tutorial won’t cover making a custom texture, just tell you how to get one onto the mesh. | ||
==Useful Blender Shortcuts== | == Useful Blender Shortcuts == | ||
This is intended as a reference for the entire tutorial, so you can refer back to it as needed. | This is intended as a reference for the entire tutorial, so you can refer back to it as needed. | ||
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{{Useful Blender Shortcuts}} | {{Useful Blender Shortcuts}} | ||
=Creating your Sword= | == Creating your Sword == | ||
==Choosing your Collision Capsules== | |||
=== Choosing your Collision Capsules === | |||
Blender can import and export collisions at the present time, but it's not exactly a fast or easy process. I recommend that for this beginner tutorial, you find a sword from the existing game that is close to the shape you want. Don't worry if the size is a little off. Things are easy to resize in Blender and in NifSkope. I recommend you start with a one-handed sword such as the Elven longsword. Claymores and shortswords mostly differ in how you treat them in the Construction Set, which will be our last step. | Blender can import and export collisions at the present time, but it's not exactly a fast or easy process. I recommend that for this beginner tutorial, you find a sword from the existing game that is close to the shape you want. Don't worry if the size is a little off. Things are easy to resize in Blender and in NifSkope. I recommend you start with a one-handed sword such as the Elven longsword. Claymores and shortswords mostly differ in how you treat them in the Construction Set, which will be our last step. | ||
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Now you're looking at a sword mesh. See how it’s lying flat on the "ground" of the gray Blender interface? Don't move it. It has to be right there for the game to place it properly in characters’ hands. | Now you're looking at a sword mesh. See how it’s lying flat on the "ground" of the gray Blender interface? Don't move it. It has to be right there for the game to place it properly in characters’ hands. | ||
==Starting Out in Blender== | === Starting Out in Blender === | ||
Here comes the fun part. If your version of Blender has a little cube appear when you open the program, delete that first by selecting the cube and pressing '''delete''' or '''x''' and click ''Yes'' in the menu prompt. | Here comes the fun part. If your version of Blender has a little cube appear when you open the program, delete that first by selecting the cube and pressing '''delete''' or '''x''' and click ''Yes'' in the menu prompt. | ||
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Note about Blender: Blender has menus now, but the keyboard shortcuts are still far faster and easier to use when you’re making new meshes on the fly. See the earlier section of the tutorial for a list of most-used shortcuts, to which I will be referring throughout this section. | Note about Blender: Blender has menus now, but the keyboard shortcuts are still far faster and easier to use when you’re making new meshes on the fly. See the earlier section of the tutorial for a list of most-used shortcuts, to which I will be referring throughout this section. | ||
==The Handle (Extrusion)== | === The Handle (Extrusion) === | ||
Now, where was I? Yes, extrusion. You should now have the sphere lined up so that it had a middle top [[vertices|vertex]] facing the same direction as the blade of the reference sword. Select and delete that vertex ('''delete''' or '''x'''). See the hole? This is how wide your sword’s hilt or handle will be. If it seems too narrow, select and delete the row immediately around it, too. Then select the row that surrounds the hole. Bounding box may not work well here, so you can use right click to select one vertex and then hold '''shift''' and go on clicking to select more vertices. | Now, where was I? Yes, extrusion. You should now have the sphere lined up so that it had a middle top [[vertices|vertex]] facing the same direction as the blade of the reference sword. Select and delete that vertex ('''delete''' or '''x'''). See the hole? This is how wide your sword’s hilt or handle will be. If it seems too narrow, select and delete the row immediately around it, too. Then select the row that surrounds the hole. Bounding box may not work well here, so you can use right click to select one vertex and then hold '''shift''' and go on clicking to select more vertices. | ||
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Okay, now you have something that looks like a badminton birdie. Select the topmost ring of vertices again and extrude it. Keep this up until you have a multi-segmented handle. Try to make the middle segments wider than the end ones (use '''s''' to scale the ring of vertices). When your handle is the length you want it to be (again, compare the reference sword for this), you’re ready to create the guard part of your sword. | Okay, now you have something that looks like a badminton birdie. Select the topmost ring of vertices again and extrude it. Keep this up until you have a multi-segmented handle. Try to make the middle segments wider than the end ones (use '''s''' to scale the ring of vertices). When your handle is the length you want it to be (again, compare the reference sword for this), you’re ready to create the guard part of your sword. | ||
==The Guard (Subdivision, Merging, and Pushing/Pulling)== | === The Guard (Subdivision, Merging, and Pushing/Pulling) === | ||
Our first sword here will look more like the Chillrend mesh, which doesn’t have big pointy guard segments, though I’ll tell you how to add those. Accordingly, you want to select your last ring of handle vertices and then click “subdivide” down in the buttons window. Whoa! The number of vertices doubled. This will help your guard section look more round and less faceted. Extrude it upwards a little and examine the results. You can repeat this as many times as you like to get a hemispherical guard section, or subdivide again to get more vertices if you still think it looks too angular. | Our first sword here will look more like the Chillrend mesh, which doesn’t have big pointy guard segments, though I’ll tell you how to add those. Accordingly, you want to select your last ring of handle vertices and then click “subdivide” down in the buttons window. Whoa! The number of vertices doubled. This will help your guard section look more round and less faceted. Extrude it upwards a little and examine the results. You can repeat this as many times as you like to get a hemispherical guard section, or subdivide again to get more vertices if you still think it looks too angular. | ||
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Now, about this guard section. There’s another reason why we want it to have more vertices: that makes it a lot more flexible as to its shape. For example, if you want spikes all the way around, you can select alternating vertices in one row and then scale them outwards until they’re as pointy as you want them. If you want two pointy guard pieces like the steel longsword has, you can select two vertices on opposite sides and pull those out. Experiment with selecting and '''g''' and the axis and see what you can come up with. You can also select just the vertices in your guard section and use '''s''' followed by '''z''' to make it flatter. This works with any part of the mesh, and you can use it to make your pommel more coin-shaped (like the Elven sword’s) and less round if you like. | Now, about this guard section. There’s another reason why we want it to have more vertices: that makes it a lot more flexible as to its shape. For example, if you want spikes all the way around, you can select alternating vertices in one row and then scale them outwards until they’re as pointy as you want them. If you want two pointy guard pieces like the steel longsword has, you can select two vertices on opposite sides and pull those out. Experiment with selecting and '''g''' and the axis and see what you can come up with. You can also select just the vertices in your guard section and use '''s''' followed by '''z''' to make it flatter. This works with any part of the mesh, and you can use it to make your pommel more coin-shaped (like the Elven sword’s) and less round if you like. | ||
==The Blade (Extrusion and Merging)== | === The Blade (Extrusion and Merging) === | ||
When you’re ready to do this part, it’s easy. Just select the four vertices of the diamond at the top of your guard section (remember those?) and extrude upward. I recommend doing it through two or three separate extrusions, but not more than that, because you want a smoother length of steel (or mithril or whatever) here. Keep narrowing the shape as you go upward, and then merge the four vertices (again, select, '''alt'''+'''m''') into one at the top to make a point. | When you’re ready to do this part, it’s easy. Just select the four vertices of the diamond at the top of your guard section (remember those?) and extrude upward. I recommend doing it through two or three separate extrusions, but not more than that, because you want a smoother length of steel (or mithril or whatever) here. Keep narrowing the shape as you go upward, and then merge the four vertices (again, select, '''alt'''+'''m''') into one at the top to make a point. | ||
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You can use more vertices and different scaling to create different blade shapes, too, but I’m not going into that here. Just consider the possibilities, and I hope you find them as much fun as I do. | You can use more vertices and different scaling to create different blade shapes, too, but I’m not going into that here. Just consider the possibilities, and I hope you find them as much fun as I do. | ||
=Preparing for a Texture= | == Preparing for a Texture == | ||
==The UV Map== | |||
=== The UV Map === | |||
Now you need to use the UV window, so divide your 3D view area into two. You can do this by holding the mouse cursor over the line between the 3d window and the buttons window and right-clicking, then selecting "Split Area". Move your mouse until the line is roughly in the middle of the 3D View and press the left mouse button. You now have two 3D View area's. Click the little button in the left bottom corner of right 3D View and then select "UV Image Editor". You should now see a blank grid, because we haven’t changed the main screen to UV Select mode yet! | Now you need to use the UV window, so divide your 3D view area into two. You can do this by holding the mouse cursor over the line between the 3d window and the buttons window and right-clicking, then selecting "Split Area". Move your mouse until the line is roughly in the middle of the 3D View and press the left mouse button. You now have two 3D View area's. Click the little button in the left bottom corner of right 3D View and then select "UV Image Editor". You should now see a blank grid, because we haven’t changed the main screen to UV Select mode yet! | ||
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In the left 3D View click on the button that says "Edit Mode" and select "UV Face Select". Press '''a''' once or twice to select everything. Your mesh should now look like it’s covered with pink facets and the UV Image area should display a blue triangle. If some of the face on your mesh look transparent, the normals are facing the wrong way. You need to go back to Edit Mode and fix them per the previous section’s remarks. | In the left 3D View click on the button that says "Edit Mode" and select "UV Face Select". Press '''a''' once or twice to select everything. Your mesh should now look like it’s covered with pink facets and the UV Image area should display a blue triangle. If some of the face on your mesh look transparent, the normals are facing the wrong way. You need to go back to Edit Mode and fix them per the previous section’s remarks. | ||
===Copout or "Every Other Modeling Tutorial in Existence" Method=== | ==== Copout or "Every Other Modeling Tutorial in Existence" Method ==== | ||
But if that’s not a problem, you’re ready to unwrap. Click on "UVs" in the UV Image Editor buttons, then select "unwrap". | But if that’s not a problem, you’re ready to unwrap. Click on "UVs" in the UV Image Editor buttons, then select "unwrap". | ||
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First, press '''ctrl'''+'''z''' to undo the crazy map. | First, press '''ctrl'''+'''z''' to undo the crazy map. | ||
===The UV Map: Slightly Harder But Actually Working Method=== | ==== The UV Map: Slightly Harder But Actually Working Method ==== | ||
You can tell which face is on which part of the UV Map by pressing '''a''' in the main window to deselect all the faces, then clicking just one face to make it turn pink. That face will now appear by itself in the UV window. Since it's not unwrapped, it will look like just a plain blue square. Try selecting just one row of the faces on just the blade (remember, hold down '''shift''' and click to select more than one face). Then press '''u''' (keep your cursor in the UV Select area!) and select "unwrap" from the UV menu prompt. Now just those faces appear on the UV map screen. Select them all - you can select vertices on the UV screen just like on the main screen - and move them off to one side. Now repeat with the row RIGHT NEXT TO THOSE. | You can tell which face is on which part of the UV Map by pressing '''a''' in the main window to deselect all the faces, then clicking just one face to make it turn pink. That face will now appear by itself in the UV window. Since it's not unwrapped, it will look like just a plain blue square. Try selecting just one row of the faces on just the blade (remember, hold down '''shift''' and click to select more than one face). Then press '''u''' (keep your cursor in the UV Select area!) and select "unwrap" from the UV menu prompt. Now just those faces appear on the UV map screen. Select them all - you can select vertices on the UV screen just like on the main screen - and move them off to one side. Now repeat with the row RIGHT NEXT TO THOSE. | ||
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You can now close the UV/Image Editor area, you do this by right-clicking on the line between the UV/Image Editor area and the 3D View area and choosing "Join Area's". Make sure the arrow points into the UV/Image Editor area. | You can now close the UV/Image Editor area, you do this by right-clicking on the line between the UV/Image Editor area and the 3D View area and choosing "Join Area's". Make sure the arrow points into the UV/Image Editor area. | ||
==Material and Texture== | === Material and Texture === | ||
Now it’s time to go back into Edit Mode. Click the little circle at the top of the buttons window or press '''F5'''. This takes you to the materials screen. Go to the Materials screen by clicking a similar but red circle on the buttons that appeared on the left side. Click "Add New" in the buttons window then click the little rectangular button that says "TexFace". | Now it’s time to go back into Edit Mode. Click the little circle at the top of the buttons window or press '''F5'''. This takes you to the materials screen. Go to the Materials screen by clicking a similar but red circle on the buttons that appeared on the left side. Click "Add New" in the buttons window then click the little rectangular button that says "TexFace". | ||
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Go back to the Materials screen by clicking the red circle again. Off to the right you should see a series of tabs, including one that says "Map Input", and when you click on it you will see some buttons saying "UV", "Orco", etc. Make sure "UV" is the one that is checked. | Go back to the Materials screen by clicking the red circle again. Off to the right you should see a series of tabs, including one that says "Map Input", and when you click on it you will see some buttons saying "UV", "Orco", etc. Make sure "UV" is the one that is checked. | ||
=Exporting your Mesh= | == Exporting your Mesh == | ||
Huzzah! We’re ready to export. | Huzzah! We’re ready to export. | ||
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And now it’s NifSkope time. The following is mostly a copy from my shield tutorial: | And now it’s NifSkope time. The following is mostly a copy from my shield tutorial: | ||
=Necessary NifSkope Alchemy= | == Necessary NifSkope Alchemy == | ||
==Getting the Mesh Ready for the Game== | |||
=== Getting the Mesh Ready for the Game === | |||
Open up your NIF file with NifSkope. See how your new texture appears on the mesh, even though it didn’t show up in Blender? Bravo. | Open up your NIF file with NifSkope. See how your new texture appears on the mesh, even though it didn’t show up in Blender? Bravo. | ||
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Now save the nif under the name of your new sword (do NOT save it as the name of the old one). Make sure it's in the directory where you want it to be. | Now save the nif under the name of your new sword (do NOT save it as the name of the old one). Make sure it's in the directory where you want it to be. | ||
==Adding/Changing a Texture== | === Adding/Changing a Texture === | ||
It’s easiest to do this from Blender and export the mesh with the texture on it, but if that doesn’t look right or etcetera, you can add a different texture in NifSkope. | It’s easiest to do this from Blender and export the mesh with the texture on it, but if that doesn’t look right or etcetera, you can add a different texture in NifSkope. | ||
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sometimes try to change this around on you. | sometimes try to change this around on you. | ||
==Adding a Scabbard== | === Adding a Scabbard === | ||
If you also modeled and exported a scabbard (make sure you positioned it right!) open the scabbard NIF file. If your reference sword contains a scabbard rightclick the NiTriStrips of your new scabbard and choose Block > Copy Branch. Go back to the window with the new sword and find the NiTriStrips of the reference scabbard and rightclick > Block > Remove Branch. Add your own scabbard by rightclicking the NiNode block of the scabbard, called Scb and choosing Block > Paste Branch. | If you also modeled and exported a scabbard (make sure you positioned it right!) open the scabbard NIF file. If your reference sword contains a scabbard rightclick the NiTriStrips of your new scabbard and choose Block > Copy Branch. Go back to the window with the new sword and find the NiTriStrips of the reference scabbard and rightclick > Block > Remove Branch. Add your own scabbard by rightclicking the NiNode block of the scabbard, called Scb and choosing Block > Paste Branch. | ||
If the reference sword did not contain a scabbard, you need to find another reference sword with a scabbard. Open the new reference sword and find the NiNode called Scb; rightclick > Block > Copy Branch. Go back to the window with your new sword and rightclick the NiNode called Longsword, choose Block > Paste Branch. Now follow the instructions above to replace the scabbard with your new one. | If the reference sword did not contain a scabbard, you need to find another reference sword with a scabbard. Open the new reference sword and find the NiNode called Scb; rightclick > Block > Copy Branch. Go back to the window with your new sword and rightclick the NiNode called Longsword, choose Block > Paste Branch. Now follow the instructions above to replace the scabbard with your new one. | ||
=Getting the Sword Into the Game= | == Getting the Sword Into the Game == | ||
==Creating a new Sword in the Construction Set== | |||
=== Creating a new Sword in the Construction Set === | |||
Double click on the Construction Set icon on your desktop to load up the CS. If you don't have this icon on your desktop, I urge you to put it there right now. Now wait for it to load. This may take a while, and there will be very few items on the screen. That's because we haven't loaded any data files. | Double click on the Construction Set icon on your desktop to load up the CS. If you don't have this icon on your desktop, I urge you to put it there right now. Now wait for it to load. This may take a while, and there will be very few items on the screen. That's because we haven't loaded any data files. | ||
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When that is done, click OK. You'll get a message asking if you want to create a new ID. ALWAYS SAY YES. | When that is done, click OK. You'll get a message asking if you want to create a new ID. ALWAYS SAY YES. | ||
==Adding the Sword to Tamriel== | === Adding the Sword to Tamriel === | ||
Now your sword will appear in the Weapons list. It will be listed alphabetically by its ID, although you can change the sorting method by clicking the headings of the list. Now you can drop it into the inventory of a merchant, into your house, or into the street of a random city. You do this by dragging the sword from the Object Window into the container, NPC or [[Render Window]]. Go to File > Save in the main CS menu and give your mod a name. Close the CS. This might take a while. | Now your sword will appear in the Weapons list. It will be listed alphabetically by its ID, although you can change the sorting method by clicking the headings of the list. Now you can drop it into the inventory of a merchant, into your house, or into the street of a random city. You do this by dragging the sword from the Object Window into the container, NPC or [[Render Window]]. Go to File > Save in the main CS menu and give your mod a name. Close the CS. This might take a while. |