

The architecture can have roundish archs, or simply be a pillar or a pool.Īny good tutorials for those meta balls? I thought about doing some "low poly" organics with that, too.FAQ about Skyrim Special Edition Character Mods Convert Which are best mods for Skyrim? Best Skyrim Mods Of All Time 1. Is that normal for those photoshop normal maps?Īny good and simple tutorials for creating low poly architecture that doesn't look like Lego or too clotty? they call that normal map? looked more like "reduced to a bluish pink color without any hint of "bump".

I tried creating normal maps in Photoshop with that NVidea Plugin. loads of stuff.Ĭan anyone tells me what a "blacklight" map is? Like blacklight/neon stuff as sort of a glow effect?Ĭan I create that in Carrara - want to export those shaders as texture maps. Normals, Diffuse, Global, Glow Map, Blacklight Map yaddyadda.

So I assume "substraction" is not really the way *sigh* instead of stretching here and there some "merged" triangles it merely cut triangles away and created gaps. I tried substraction - but it was almost as if I "hardened" the edges.O_o it ruined the mesh beyond repair. Yet NifSkope does not recognize those as triangles and keeps complaining that it wans triangles.Īnd if I created something that turns out to have still too many polys - is there a non-destructive way to reduce the count. made certain it consisted of triangle polygons. I created some architecture (a round/circular pool/well), nothing fancy. It can change Collada or Wavefront Object files into so called "Nif" files.ġ) the game requires very low-poly meshes or it might cause players with weaker computers to lagg and have low fps. The "transfer/convert" tool that is used for it, since I refuse to use Blender - is called NifSkope. I tried bringing in some of my own models into that game. I am still modding happily away in Skyrim - though so far I have worked with my own textures, ressources from others and existing vanilla meshes which I merely gave my own 2D artwork.
