Who here uses blender?

Post » Fri May 13, 2011 6:20 pm

I wish to start making a few bits an bobs for f3 but Im only semi capable with blender (its been a while since I last used it). If someone would like to request a model for there mod ill make it for you, preferably a blender user so you can crit the quality of my model. I wont be doing textures or mapping, just the model.
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City Swagga
 
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Post » Fri May 13, 2011 11:10 am

Unfortunately, modeling is a more common skill then texturing, and if you can't texture, then most models are useless. That's not to say no one can texture without modeling, but at least being able to UV and apply basic textures is generally a good idea.
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N3T4
 
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Post » Fri May 13, 2011 11:15 pm

hihi
I wish to start making a few bits an bobs for f3

was exactly my reason to pick up blender :)

and i, too have a lack of people to "storm down my door"(replace with a appropriate saying in real english ;) ) to texture or re-texture my models ...

honestly good luck and don`t let the difficulties keep you from modeling :)
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Big mike
 
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Post » Fri May 13, 2011 8:42 pm

I always like a good texture challenge. I'm no expert, but I do my best, and enjoy it. If you need some help with a texture let me know. They are definitely my strong suit. It seems like I am constantly revamping textures for mods I've downloaded anyway just because they tend to lack the weathered look I like. If you just need details like that, I can help ya out for sure, but I'm not nearly as good at texturing from scratch. Unless I have some good resources to go by.

As far as blender goes I'm still new at it, but it seems to be very easy to pick up on. I've made some cool stuff in just a day or so. There's a new jetpack mod in the works that could use a model, maybe you could hop over there and see what they are looking for?
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anna ley
 
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Post » Fri May 13, 2011 11:22 am

@echonite

Making uv maps is simples. I want to clean up my model making process then jump to collision maps and normal maps, not mess around with uv maps.

@bulletsix

After seeing all these mods for fallout 3 and the lush mod support I felt it would be a crime to not start modding it myself, especially with what I have in mind :D. Hopefully with some help Ill be able to eventually produce good texture maps myself.. Hopefully.. But yeah I deff wont let the wall keep me from implementing my ideas. Think the trick is not letting the learning process become a chore ;-)

@vain

With that post expect many a pm about mapping, this is my blind area! I only really know how to make a decent model and uv map it and export them, collision maps, bump maps, normal maps I know nothing about.. :) Ill whip up something in the coming week with a basic texture on it and send it your way. If you have any links to this jetpack mod you mentioned it would be most appreciated.
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Chloe Yarnall
 
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Post » Fri May 13, 2011 11:22 am

Collision and normal maps are simple though XD The normals can be made using the texture, and collision is just a few clicks.
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Damned_Queen
 
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Post » Fri May 13, 2011 11:51 am

Collision and normal maps are simple though XD The normals can be made using the texture, and collision is just a few clicks.


Its simple if youve done it before.
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Cesar Gomez
 
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Post » Fri May 13, 2011 12:18 pm

I wish to start making a few bits an bobs for f3 but Im only semi capable with blender (its been a while since I last used it). If someone would like to request a model for there mod ill make it for you, preferably a blender user so you can crit the quality of my model. I wont be doing textures or mapping, just the model.


I share your problem, limited texturing skills but good moddeling skills and use blender. So far i have been very horrible at texturing and need to try some more, But heres a tip, in gimp use the noise feature and colors with low opacity to create a kind of texture thats passable.
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Sammygirl
 
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Post » Fri May 13, 2011 8:32 pm

basic modelling takes care of 75% of your texturing, it crosses over so much nowadays, that basically there isn't much of a separation between the 2 as far as job descriptions go.
I will grant up this- it is harder to make good textures. and time consuming. but it is just more involved 3d modelling for the most part. then just scratching it up and throwing grunge brushes at it in photoshop. :P

Collision and normal maps are simple though XD The normals can be made using the texture, and collision is just a few clicks.

that depends.

once you have your high poly, which can be a big chunk of the work depending, you bake out your basic normal map, and an AO. from there you can also bake some materials.

then you get onto what people generally consider texturing. by that time you are usually looking at a good start, and you can pretty much do anything and it'll still look alright.

even architectural models, like bulk head walls or whatever are made in a similar fashion these days, ie baked normal maps. Even landscape textures have baked normal maps. ie look at the rubblebrick.dds. in all the texture replacers, No one has actually be able to make a better version than vanilla, because they are going about it all wrong. that one needs a 3d modeller to bacially throw a bunch of 3d bricks around and bake them onto a flat plane...
this is a version of the groundlitter textures that I made using partially baked normal maps.
http://www.fallout3nexus.com/imageshare/images/209926-1268408617.jpg
http://www.fallout3nexus.com/imageshare/images/209926-1268408721.jpg

i'll up them somewhere if anyone wants them to use or for research purposes.
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Susan
 
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Post » Fri May 13, 2011 7:22 pm

There are a few Blender tutorials that I worked on in my Sig if your looking for introduction / basic Modeling tutorials.

Cheers!

Miax
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Nicola
 
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Post » Fri May 13, 2011 4:36 pm

Most modders use procedurally generated normal maps not high poly models to bake from. This is why most modders think making a normal map is easy. Then again blender isn't that great for sculpting a high poly, and virtually no modders can afford mudbox, so it is certainly understandable.
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oliver klosoff
 
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Post » Fri May 13, 2011 11:42 am

Then again blender isn't that great for sculpting a high poly, and virtually no modders can afford mudbox, so it is certainly understandable.

You've never met Hal have you?
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Felix Walde
 
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Post » Fri May 13, 2011 12:31 pm

What or who is Hal? I didn't see anything relevant to blender in a hal search. If it makes it easier to sculp I would love to use it.
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Pants
 
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Post » Fri May 13, 2011 6:30 pm

What or who is Hal? I didn't see anything relevant to blender in a hal search. If it makes it easier to sculp I would love to use it.


HAL is the intelligent computer from the movie's 2001 and 2010 - he was being sarcastic. :)

If your looking for how to create normal maps, Artisten and I included a chapter on that in our Blender tutorial.

Miax
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Guinevere Wood
 
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Post » Fri May 13, 2011 8:49 pm

I think Hal might be a modeller- who, like most, bake all their hard surface normals from regular old subd highpoly. ie most guns, armor, architecture. I think out of 50 nifs I have relz for f3, maybe 4 have used sculpted highpolys- I bet there is a similar ratio for the baked normal maps in vanilla F3.

highpoly modelling is not completely synonymous with mudbox/zb highpoly sculpting. mudbox and zb can do hard surface as well.

For an example of baked normal mapping from blender, look at Mcmuffin's daedric lord armor for oblivion.
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Rachell Katherine
 
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Post » Fri May 13, 2011 6:56 pm

Blender baffles me. I have it but I can't figure it out. I guess I need to continue with the tutorial lol
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Kanaoka
 
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