Wolvman's Modeling Questions

Post » Sat May 28, 2011 1:30 am

So here's a nice new thread to help me out with the amazing world of modeling. I don't know much about 3DS Max yet so think of me as a noob when it comes to this stuff.

First question. How do I prevent 3DS Max (I'm using 2011 64 bit if that matters) from duplicating things like NiSourceTextures when I export a nif? It doesn't seem to be causing any issues yet and it seems to be selective but I would rather it not do it. Any fix for this, and is there a 'best' setup for as far as exporting options go?

Second question. How do I go about replacing the two animations for the BM werewolf head in 3DS Max? One is a blinking animation and one is a snarling animation that both activate and loop whenever the player is not combat ready (hands are down). They each have there own morph: frame but I don't fully understand how these work. I've tried simply editing the positions of the vertices of the morph frames but it doesn't seem to have an effect on the animation. Also, how do I create a new morph frame that fits around a newly created object correctly?

Thanks in advance for any help on this.
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Queen
 
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Post » Fri May 27, 2011 10:57 pm

Can't help you out but this seems like the best thread to add my questions.

1) What is the best modeling program for Morrowind 3ds Studio Max (Which version is best for Morrowind as well) or Blender (which version is best for Morrowind as well)?

2) Which has more tutorials made?

3) And which is easier to learn?

Thank you.
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Kelsey Hall
 
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Post » Sat May 28, 2011 8:13 am

Well, there are zillions of nice Max tutorials (e.g. videos on the official site). Start with something very simple: a box. Then concentrate on a specific task. Learn Max suitable techniques first (e.g. skin modifier), then MW peculiarities. Use imported original nifs as orientation templates for your work. IMHO (I am a Max user), the best Max version for morph animations (animated heads) is Max4.2 (original exporter), Max5 is fine with other work (not morpher animations). I worked with Max8 and 2010 (32) and NifTools exporter, they are OK in case you know how to work in Max, NifScope and have understanding of nif format. I like Max2010, but I am mainly doing PC/NPC animations and regular meshes.

Here are some MW Max tutorials (mainly for animations) I have “collected”:
http://www.4shared.com/file/ptY8Qf1z/MW_MAX_Anim.html

Check also these:
http://www.ageinc.com/Morrowind/Thanos_Tower/tutorials.html
http://www.ageinc.com/Morrowind/Thanos_Tower/maxpage.html

Tutorials about working with Max particles for MW are here:
http://miolnir.co.uk/amael/

Here are Max plugin settings I am using (check “Extra Nodes on Mesh” for NPC/PC animations export when using recent NifTools exporter):
http://i109.photobucket.com/albums/n45/AxelIP/MWMaxImportExport.jpg

Postwork in NifScope is also often required. So learn NifScope.

http://niftools.sourceforge.net/wiki/Category:Tutorials

From my point of view Max is easier than Blender, but mastering 3D modeling is not an easy task in general. Be ready for hard work and a lot of reading/learning.

:)
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Pixie
 
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Post » Sat May 28, 2011 10:02 am

Another quick question. How would I go about taking one of the original Morrowind weapon models and turn it into a shield model for an off-hand weapon? I want to do it to the Iron Longsword and few other one-handed weapons but I haven't been able to figure out how to get it to actually show up in-game.
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pinar
 
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