Search found 96 matches
- 21 Aug 2014, 10:05
- Forum: Feature Requests and Suggestions
- Topic: [editor] Blender/OpenCS integration (post 1.0)
- Replies: 18
- Views: 9423
Re: [editor] Blender/OpenCS integration (post 1.0)
How often do you need to see the mesh during it's creation process in the CS? I usually add only finished meshes into the CS...on the other hand I also have to open them in NifSkope and check the scale, transparency, alpha blending and other things for errors before importing. Actual real time updat...
- 20 Aug 2014, 11:00
- Forum: General
- Topic: Collab program testing
- Replies: 6
- Views: 4084
Re: Collab program testing
Basically we need to create a database of profiles, those profiles are forms containing some information and files, it would be nice if we could add elements such as textboxes and checkboxes, so everything could be easily sorted by our criteria we need, also files need versioning. And it should be f...
- 20 Aug 2014, 08:09
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98793
Re: Updating original assets to Ogre3D
As for the textures, I would go use the same procedure as for meshes - look foor what's already done. But don't be hasty, we don't even have meshes in process, so let's wait with textures for now. Everyone talking about hipoly sculpts, but as I mentioned before, it's quite unnecessary to create hi-p...
- 19 Aug 2014, 22:14
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98793
Re: Updating original assets to Ogre3D
Side notes: All assets should be originals! This is what I was discussing with Deonsion before. If the goal of this project is to make models as vanilla-like as possible, just in higher resolution, it's unnecessary to create everything from scratch. We can simply use dozens of meshes from various r...
- 19 Aug 2014, 13:00
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98793
Re: Updating original assets to Ogre3D
Thought it's a free software, then it's out of the table for us. As for the people practicing, I don't think that is the way here. Most of the people here are probably programmers and more technically oriented, than artists. Also I guess we both know it's not that simple to master the tools and work...
- 19 Aug 2014, 12:06
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98793
Re: Updating original assets to Ogre3D
I have no experience with FUSE, just MakeHuman, but if FUSE is better, I'm okay with that. Making all the stuff from scratch ourselves is a nice idea, but I don't think we have enough dedicated and skilled manpower and free time for that. That's why I think we should get help from any middleware we ...
- 19 Aug 2014, 11:37
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98793
Re: Updating original assets to Ogre3D
It's nice to have you onboard, MacKom. I'm quite curious about your ideas.
We should definately use some vertex groups and other stuff for more detailed customisation of characters.
Perhaps MakeHuman could help us well.
We should definately use some vertex groups and other stuff for more detailed customisation of characters.
Perhaps MakeHuman could help us well.
- 19 Aug 2014, 10:55
- Forum: General
- Topic: [Interest Check] Tutorial Series for OpenMW on 3D Art
- Replies: 17
- Views: 11620
Re: [Interest Check] Tutorial Series for OpenMW on 3D Art
Blender Cookie is truly one of the best. There are also hundreds of good tutorials on YouTube, so just look for what you need. Also you can always ask me.
Good luck with all the tutorials.
Good luck with all the tutorials.
- 18 Aug 2014, 20:23
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98793
Re: Updating original assets to Ogre3D
Sculpting hi-poly meshes in not entirely needed, since the system of handling textures on meshes prevents you from baking textures directly for each model. (Perhaps only creatures and some weapons and armor pieces have whole texture painted in single file.) I don't have much experience with making r...
- 18 Aug 2014, 16:00
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98793
Re: Updating original assets to Ogre3D
So I did a little search today and found some replacers that adds more detailed meshes (or at least I think they do). We should inspect them if they're suitable for our project and if so, contact the authors and ask for permissions and the original files. Here's the list: better armors http://www.ne...