I can't install Texconv The texconv.exe file downloaded from your link simply does not want to run. Doesn't show any errors, nothing at all. How to fix it?
wow this is exactly what i was looking for unfortuanatly i just dont have the patience or the brain power to do any of it been trying to make a 3d image of my deceased dog on blender or any other websites with the hopes of some how making a mod of her so i could bring her back to life inside my game but its just to hard and i really dont get it it just doesnt click for me and its really dissapointing i miss my dog and just thought it would be cool to have her as a follower in game
I understand, making a 3D character from scratch (even with an image) in Blender, even any other tool, is hard. Those are pro-modeller skills. You will have to do the animations and the interactions then, it's hard as well. My tuto doesn't covert it, it start with an already static 3D scan object. If you really want to do that, you should check some Blender tutos, but it will be a long training. Condolences for your dog. Regards
this guide is brilliant, good work, it's very easy to follow and fun to experiment.
question though, when making a colision mesh, i decimate my created low poly model however the geometry breaks and there's just triangles floating around, would it be easier for me to make a colision mesh using blender cubes and such, specifically i'm experimenting with large statues so do you think that would be easier for me? or is there something i'm doing wrong?
Hi, thanks. Your geometry shouldn't break when you use the decimate modifier under Blender. I've never seen such a thing. The collision object must be the more simple as possible, like around 100 vertices max, it's just to have some bounds for the collision engine of Skyrim (and so it must be simple or else it will slow down a lot). Normally it works with decimate. Maybe you can clone each version of your statue, one for high poly, one for low poly and one for collision, then it will be more easy to manage (just hide versions you are not working on).
Most project/assets i download already has the textures on different format. What is the difference if i just convert these png-jpg to dds making sure it is 2x2 ratio & create BC7 linear instead of creating new ones ? It might have lower quality but how the game process it with lighting and stuff ?
Hi, I'm not totally sure of your question, but if you have already normal maps for your assets, I guess you don't have the need to rebuild a new one. Though if you don't have normal maps, but just diffuse textures, you will need to create a normal map for your optimized object, if you want some bumpy details. You will be able to change the shininess through the normal maps too (using the specular texture). Also there's probably more than one way to do that, I don't claim it's an ultimate tuto :).
Your tuto helped me alot also on little side details. It's just getting used to the softwares / utilities then it's an automatism. I'll put some image on your mod page when i'll finish some assets. Thanks for taking time to make this tuto, really useful.
This is something I'll probably never get around to trying, but I'm going to download the file just so I can endorse the work you've put in here. It's stuff like this that keeps this amazing commmunity so strong. Great stuff.
16 comments
The texconv.exe file downloaded from your link simply does not want to run. Doesn't show any errors, nothing at all. How to fix it?
Click on Download Latest (the grey button near the top), et voilà :)
Regards
question though, when making a colision mesh, i decimate my created low poly model however the geometry breaks and there's just triangles floating around, would it be easier for me to make a colision mesh using blender cubes and such, specifically i'm experimenting with large statues so do you think that would be easier for me? or is there something i'm doing wrong?
Your geometry shouldn't break when you use the decimate modifier under Blender. I've never seen such a thing. The collision object must be the more simple as possible, like around 100 vertices max, it's just to have some bounds for the collision engine of Skyrim (and so it must be simple or else it will slow down a lot). Normally it works with decimate. Maybe you can clone each version of your statue, one for high poly, one for low poly and one for collision, then it will be more easy to manage (just hide versions you are not working on).
I'm not totally sure of your question, but if you have already normal maps for your assets, I guess you don't have the need to rebuild a new one.
Though if you don't have normal maps, but just diffuse textures, you will need to create a normal map for your optimized object, if you want some bumpy details. You will be able to change the shininess through the normal maps too (using the specular texture). Also there's probably more than one way to do that, I don't claim it's an ultimate tuto :).
Thanks for the comment.
Hope it will be useful for someone :)
It could be amazing to see more real scans into Skyrim.