Creating an armour for Skyrim part1.docx
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Creating an armour for Skyrim part1.docx
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CreatinganarmourforSkyrimpart1
CreatinganarmourforSkyrim
ThemainstepstocreateacustomarmouroroutfitforSkyrimare:
1.Creatingthearmour:
1.Createthe_0.nifarmourmesh:
1.ImportintoBlenderallpartsofthe_0.nifbody
2.Makethearmour'sshape
3.Addamaterial
4.AddaUVmap
5.CreatethetexturesandthenormalmapsinGIMP
6.Reducetheamountofpolygonsofthemesh
7.Addweightstothearmour
8.Cutpartsofthebodyhiddenbythearmour
9.Exportthearmour
10.AdjustthearmorinNifskope
11.Addthearmourtothegame
12.Adjustthearmouraftertestingitingame
2.Createthe_1.nifarmourmesh:
1.ImportintoBlenderallpartsofthe_1.nifbody
2.Adjustthe_0.nifarmourshape
3.Exportthearmour
4.AdjustthearmorinNifskope
5.Addthearmourtothegame
6.Adjustthearmouraftertestingitingame
Skyrimarmour/clothingmeshes
Skyrimhasintroducedanewfeatureforcharacters:
theweightslider.YoucansettheweightofcharactersorNPCsfrom0%(theweightslideriscompletelytotheleft)to100%(theslideriscompletelytotheright).Thechangesintheshapeofthecharacteraremanagedusing2meshfilesforeacharmour/pieceofclothing(thisalsoappliestothemeshesthatcontainpartsofthebody):
∙Whith0%weight,thegameusesthe_0.nif
∙With100%weight,thegameusesthe_1.nif
∙Withanyintermediateweight,thegamecombinesthe_0.nifandthe_1.nif
AnexampleofthisisshowninpictureSkyrimarmour/clothingmeshesandcharacterweight.
Thismeansthatyouwillhavetocreatetwomeshesforeachofthearmours/piecesofclothinsteadofonlyone.Inthistutorialwearegoingtocreatefirstthe_0.nifarmourandonceitisfinishedwewilladaptittothe_1.nifbody
Createthe_0.nifarmourmesh
ImportintoBlenderallpartsofthe_0.nifbody
Whencreatinganoutfitoranarmourfirstthingistodecidewhatbodyyouwanttomaketheclothesfor.Ifyouwanttocreateanarmourthatfitsseveralbodies(maleandfemale,forexample)youwillhavetocreatedifferentarmoursforeachbody.
ThatiswhythefirststepistoimportintoBlenderallthepartsofthebodyyouwanttoworkwith.Theniffilesthatcontainthebodymeshesareinthefolder\Data\Meshes\actors\character\characterassets\.
Note:
ThemeshesandtexturesofthegameareinsidecompressesdfileswithBSAformat.ToextractthenyoucanuseSripterRon'sFO3ArchiveUtility.
Ifyouaregoingtocreatethearmourforamale,you'llhavetoimportthefollowingbodyparts:
∙malebody_0.nif:
InSkyrimthisniffilecontainsthetorso,armsandlegs.
∙malehands_0.nif:
Ifyouwanttocreateglovesforyourarmour,importthismeshthatcontainsthehands.
∙malefeet_0.nif:
Ifyouwanttocreateglovesforyourarmour,importthismeshthatcontainsthehands.
Ifyouaregoingtocreatethearmourforafemale,you'llhavetoimportthefollowingbodyparts:
∙femalebody_0.nif:
InSkyrimthisniffilecontainsthetorso,armsandlegs.
∙femalehands_0.nif:
Ifyouwanttocreateglovesforyourarmour,importthismeshthatcontainsthehands.
∙femalefeet_0.nif:
Ifyouwanttocreateglovesforyourarmour,importthismeshthatcontainsthehands.
Ifyouwanttocreateahelmet,ahatorearrings,you'llhavetoimporttheheadmeshesthatareinthefolder\Data\Meshes\actors\character\characterassets\:
∙malehead.nif:
headmeshformalecharacters
∙femalehead.nif:
headmeshforfemalecharacters
Thereisonlyonemeshfortheheadasitisnotaffectedbytheweightslider.
AsBlenderhasnotyetbeenfullyadaptedtoSkyrim,tobeabletoimporttheniffilesintoityouhavetochangesomepropertiesinNifSkope.Dothefollowing:
1.OpenthebodyyouaregoingtoworkoninNifSkope(intheexample,weareusingfemalebody_0.nif)
2.FirststepistoedittheNiHeadersettings:
1.IntheBlockdetaissection,expandtheNiHeaderpropertyasshowninpictureEdittingtheNiHeaderinNifSkope
2.You'llseethattheUserversionpropertyhasavalueof12.Doubleclickonthe12andthenchangeitto11.
3.ThengototheUserversion2property,thathasavalueof83.Doubleclickonthe83andthenchangeitto34.
3.NextstepistodeletetheBSLightingShaderProperty:
1.ExpandtheNiTriShapenodeasshowninpictureDeletingtheBSLightingShaderProperty
2.SelecttheBSLightingShaderPropertynodeandpressCtrl+DelorrightclickandselectthemenuoptionBlock->RemoveBranch
3.DothisforalltheNiTriShapenodesthemeshhas(ifithasmorethanone)
4.Savethemodifiedniffile.ThismodifiednifistheoneyouwillbeimportingintoBlender.
RepeatthesestepsforalltheSkyrimmeshesyouneedtoimportintoBlender.
NowyoucanimportthebodypartsintoBlender.TodothatusethemenuoptionFile->Import->Netimmerse/Gamebyro(.nif).Ifyoucannotfindthatoptionitisbecauseyouhaven'tinstalledNifScripts.Followtheinstructionsgivenhere:
InstallationofBlendertoinstalleverythingyouneed.
Note:
IamexperiencingnowaweirdissuewhenimportingniffilesintoBlender:
afterimportingthemIdon'tseeanythingintheBlenderwindow.ToseethemeshesIdothefollowing:
*Inobjectmodeselecttheskeleton(sometimesitisnoteasytoknowwhichoneititjustforthename.WhatIdoistoselecteachoftheobjectsuntiloneofthemistheskeleton)
*asyoudon'tseeanythingtoselectthemjustrightclickonthelittlepinkcircle.Ifyouclickonitseveraltimesyou'llseethatthenameoftheselectedobjectchanges
*whenyouhaveselectedoneobject,changeformObjectmodetoEditmode(iftheobjectyou0veselectedistheskeletonyou'llseealsothePosemodeavailable)
*gobacktoObjectmodeandnowyou'llbeableofseeingeverythinginBlender!
OnceyouhaveallthebodypartsimportedintoBlender,deletealltheskeletonsyou'veimportedwiththem.Todothis,selecteachskeleton(SceneRoot)asshowninpictureDeletingtheskeleton,presstheDeletekeyandselectOK.Youhavetorepeatthisprocessuntilyouhavedeletedalltheskeletonsyou'veimportedintoBlender.Takeintoaccountthateachpartofthebodyyouimportwillbringitsownpartoftheskeleton.
Onceyouhavejustthebodymeshes,withouttheskeletons,itisworthyousaveitinablendfileyoucanreuseinthefuture(ifyouthinkyouaregoingtocreatemorearmoursoroutfits).Thiswillsaveyourepeatingthisimportingprocesseachtime.
Fromnowon,workinBlenderasyouwoulddoforcreatingameshforanyothergame.
Makethearmour'sshape
Thisisthefirststepoftheprocess.InthistutorialIamnotgoingtoexplainhowtouseBlendertomodel3dobjectsastherearealreadyverygoodtutorialsonthematterlikethisone:
Blender3d:
Noobtopro.OnceyouhavebuildyourarmourinBlenderyoucanproceedtothenextstep.
Whencreatingyourarmourmeshyoucanusesomeofthesetips:
Creatingabasicclothesmesh
YoucancreateabasicclothesmeshfollowingthistutorialCreatingbasicclothesin5minutesusingBlenderanduseitasastartingpointformodellingyourarmour.Theadvantageofusingthistechniqueisthatitallowsyoutocreatelowpolygonmeshes,andthereforeeasiertoworkwith,thatalreadyhavethebasicshapeyouneedforyourarmour.
Duplicatingbodyparts
∙Aquickwayofcreatingtight-fittingpieceofclothes,likegloves,consistsinduplicatingthepartofthebodythatistobecoveredbytheclothesandconvertingitintoanewobject.Forexample,tocreateaglovefortherighthand:
oInEditmodeselectalltheverticesoftherighthand
oSelectMesh->Duplicateandrightclicksotheduplicatedverticeswon'tmovefromitsplacebutarestillselected
oPressthePkeyandselectSelectedtomovetheduplicatedverticesintoanewobject
oGointoObjectmodeandselecttheduplicatedhand(itsnamewillbeRightHand.001.YoucanchangeitsnameintoRightgloveoranyothernameyouprefer).
oGointoEditmodeandscaletheduplicatedhand(youcanusetheSorAlt+Skeys)tomakeitalittlebiggerthantheoriginalhandsothatitcoversitlikeglovesdo.
oWorkontheduplicatedhandtogivethegloveitsdefinitiveshape.
UsetheMirrormodifier
WhencreatingarmoursorclothesyoucanworkonlywithhalfofthemeshesandapplyaftertheMirrormodifiertomaketheclothessymmetrical.Tousethistechnique:
∙Createameshthatcoversonlyhalfofthebodyandmakesurethatthecenterofthemesh,inObjectmode,isintheaxisthatseparatesthebodyintwoasshowninpictureWorkingwithhalfofthemesh.
∙AddtheMirrormodifier(seepictureAddingtheMirrormodifier).InObjectmode,intheEditting(F9)areaclickonthebuttonAddmodifierandselectMirrorfromthedropdownlist.You'llseethatyourobjectisnowsymmetricalandcoversbothsidesofthebodylikeinthepicture.
∙Workwiththemeshonlyinonehalfofthebodyandallthechangesyoudotherewillbesymmetricallyreplicatedintotheotherpartofthemesh.
∙Onceyou'vefinishedmakingyourmeshpresstheApplybuttonthatisbesidetheMirrormodifier.Thiswillmakeyourmeshrealinbothsidesofthebody(leavethissteptotheend,whenyouaresureyouwon'tmodifythemeshanymore,becauseonceyou'veappliedthemodifieryoucannotgoback).
Givesenseofvolume
Therearesomewaysofgivingtheimpressionthattheclotheshaveavolumealthoughtheyareonlytwodimensionalbendedsurfaces,like:
∙selecttheedgeoftheclothesandexecuteExtrudetwice(optionOnlyEdges),andcreatearimliketheoneshowninpictureAddingarim
∙selecttheedgeoftheclothesandexecuteExtrudeone(optionOnlyEdges),andputthenewed
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