Ploms Posted May 31, 2012 Posted May 31, 2012 I have been thinking for a while about starting my own armor conversions but there are a some things I'm a bit curious about. My plan was to mostly convert armor to HGEC GUTS/LG/ebeGUTS but not any DMRA because obviously other people are doing it here on this forum. Â 1. what is the most user friendly 3d program between blender and 3ds max? I have been into both programs but I want to know a bit more pros and cons from people who have a bit experience. Â 2. What is the best approach on converting armor and what routine do you go through?? Â Â any advice is most appreciated
Wonko2 Posted May 31, 2012 Posted May 31, 2012 There should be tutorials online for BBB weighting using Blender (http://oblivion.nexusmods.com/mods/34355), and there's ways to sow pieces of armor together via Nifskope (with lots of trial and error involved). Â That said, for #1) Blender, if it's going to end up in Oblivion anyways. Â 2) Jerbsinator, Patzy, GSBModders and Thorazine would be good modders to pose this to, as they've been active recently and have had a lot of experience either DMRA'ing or MegaOppai'ing existing armors.
Thorazine Posted May 31, 2012 Posted May 31, 2012 More variation to choose from is much needed and likely very appreciated. Â I've never used 3ds Max, so I have no idea if it's better than blender. Though, blender is probably the most preferred. Â Not knowing how much you actually know about blender, a good place to start is this post by GSBModers. Also check out Adult Animation Tutorial For Noobs and Better Bouncing Boobs Weighting Tutorial by coronerra, and BBB Armor Weighting Tutorial by Saaya. All three might have something useful inside. Â As far as the actual editing, there might be something on lattices floating around if you want to try that. Or go into Edit Mode, click "Mesh" and then "Proportional Editing". Could probably go on, but then I might as well try doing a proper tutorial.
GSBmodders Posted June 1, 2012 Posted June 1, 2012 if you can learn 3dsmax my advice is to use max, the team developing nifscripts seem to have no real desire to support a more modern and user friendly version of blender. I just took a look at blender 2.63 I was so god damned amazed at how quickly and easily things could be done in that version. going back to using 2.49b is like getting a root canal.  max is a different setup and for a blender user it will be confusing as hell to learn but trust me on this once learned you will be able to do the vast majority of things in max far more efficiently then anyone else can in blender  More importantly max 2012 is free to anyone who claims to be a student, and nifscripts has been updated to support it. Finding tutorials on how to mod oblivion with max will be the issue.  If you go with max you will need to either scour the net in search of oblivion modding tuts for max or just go with one of the millions of max generic tutorials that cover the basics  modeling for oblivion can be done in 2.63 but you will need a dual blender setup. I set up 2.49b the nice and proper way and then setup 2.63 in a different folder  any .blend file you have will open in 2.63 but blend files created with 2.63 will not open in 2.49b you will need to export from 2.63 as a .obj also to use an old blend file in 2.49 you will first need to start blender then click open from the files list. Double clicking the blend file will ooen the blend in 2.63  so it's a pain in one way but worth it, 2.63 has some very nice updates, even older features like proportional editing are greatly improved
Ploms Posted June 2, 2012 Author Posted June 2, 2012 Really appreciate it GSBmodders I will try to make something very small and easy and work myself up from there.
Nihaoma Posted June 3, 2012 Posted June 3, 2012 Really appreciate it GSBmodders I will try to make something very small and easy and work myself up from there. Â You have my sword.
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