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Thursday, 29 September 2016
Marauder - A Mace
I don't make too many maces. Not sure why, as they're cool looking weapons. This one was a real bastard to unwrap, though - took about an hour just for that.
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Saturday, 17 September 2016
Tutorial to make my weapons less shiny
I receive a lot of comments on my mods about how shiny my weapons are. Especially in comparison to the vanilla weapons, mine are very clean and shiny, and some people don't like the disparity. That's completely understandable. I, myself, like consistency in my games. So, I thought I should write up a quick and easy tutorial for people to alter my weapons to be less shiny.
First off, you'll need Nifskope (preferably Nifskope 2.0) and to install the mod you wish to edit (the textures have to be present in your Skyrim directory or else they won't show in Nifskope).
Righto, let's get started:
1. Open Nifskope, then open the .nif file you want to edit. In this case, I will be editing my Leaf Dagger (after installation, it can be found in "data\meshes\billyro\leafdagger" - all my weapons will be located inside the billyro folder).
2. Now, click on the weapon and it will go wireframe. In the Block List (the thing on the left-hand side), expand the NiTriShape and the BSLightingShaderProperty inside of it.
3.By clicking on the BSShaderTextureSet (which, on mine, is denoted as "...") we can see the textures of the weapon down the bottom of the screen in the Block Details section. Here, we want to change the cubemap from my own one (provided by Humus) to a vanilla one (most weapons use shinybright_e.dds, so that's what we'll change it to).
5. You're done! You can also tweak some other values inside the Block Details of the BSLightingShaderProperty itself, but you shouldn't need to with my weapons.
I hope this tutorial was somewhat useful, and perhaps it'll help you with unifying your Skyrim weapons. :)
First off, you'll need Nifskope (preferably Nifskope 2.0) and to install the mod you wish to edit (the textures have to be present in your Skyrim directory or else they won't show in Nifskope).
Righto, let's get started:
1. Open Nifskope, then open the .nif file you want to edit. In this case, I will be editing my Leaf Dagger (after installation, it can be found in "data\meshes\billyro\leafdagger" - all my weapons will be located inside the billyro folder).
2. Now, click on the weapon and it will go wireframe. In the Block List (the thing on the left-hand side), expand the NiTriShape and the BSLightingShaderProperty inside of it.
3.By clicking on the BSShaderTextureSet (which, on mine, is denoted as "...") we can see the textures of the weapon down the bottom of the screen in the Block Details section. Here, we want to change the cubemap from my own one (provided by Humus) to a vanilla one (most weapons use shinybright_e.dds, so that's what we'll change it to).
4. Double click on the value with the cubemap, then change it to "textures\cubemaps\shinybright_e.dds", and you'll see it change immediately to the darker version below.
5. You're done! You can also tweak some other values inside the Block Details of the BSLightingShaderProperty itself, but you shouldn't need to with my weapons.
I hope this tutorial was somewhat useful, and perhaps it'll help you with unifying your Skyrim weapons. :)
Friday, 16 September 2016
Leaf Dagger
Today I made a dagger with a leaf-blade.
You may notice how the metal looks a bit different than my previous weapons... well, the reason for that is this is my first ever successfully baked model! What this means is that the normal maps were generated from a high-poly version of the dagger, making the edges in particular really nice.
You can download it here!
You may notice how the metal looks a bit different than my previous weapons... well, the reason for that is this is my first ever successfully baked model! What this means is that the normal maps were generated from a high-poly version of the dagger, making the edges in particular really nice.
You can download it here!
Friday, 9 September 2016
Chieftain Cuirass for Morrowind
I've been playing Morrowind again (probably my favourite game, though nostalgia probably contributes to that) and wanted to make a decent cuirass for my character that didn't look weird (unfortunately, most high-tier armour in Morrowind, Tribunal or Bloodmoon look crazy) so here we are.
It's just the bear armour from Bloodmoon with a fancy cuirass on top. Since Morrowind doesn't support normal mapping on its own (I am aware of MGE XE and OpenMW - I use the latter) it won't look like this in-game, but hey... it's a render.
I am aware of the shiny fur - I cannot figure out how to apply a material mask to Knald, so yeah. It's easily fixable outside of it.
The armour will be obtainable by completing the Thirsk series of quests and becoming chieftain. You'll receive it alongside the sword Clanbringer, as it was in vanilla Bloodmoon.
No download yet - still gotta get some permissions sorted out and stuff.
It's just the bear armour from Bloodmoon with a fancy cuirass on top. Since Morrowind doesn't support normal mapping on its own (I am aware of MGE XE and OpenMW - I use the latter) it won't look like this in-game, but hey... it's a render.
I am aware of the shiny fur - I cannot figure out how to apply a material mask to Knald, so yeah. It's easily fixable outside of it.
The armour will be obtainable by completing the Thirsk series of quests and becoming chieftain. You'll receive it alongside the sword Clanbringer, as it was in vanilla Bloodmoon.
No download yet - still gotta get some permissions sorted out and stuff.
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