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TyrokaFX Modeling Corner
#9
Well, the textures you had for the model in the first place.

Senni explains it a bit more in his tutorial:

(23-04-2013, 12:27 AM)Senni link Wrote:OpenBrf

Load it up, then:
Import -> static mesh (find your .obj model file)
Click no if it asks to import as seperate meshes.

You will probably have to scale down and rotate the model. 2 squares is the right kind of scale, you can always scale it up later.

Now:
Import -> new material -> click ok.
Name it whatever you want, something to do with the model.

[...]

Next step:
Import -> new texture -> find all your textures (texture, spec, norm) -> Ok.

Basically, a Warband model (no experience with any other kind of modeling) requires two different types of file; a .obj file, which is your model without any textures. .Obj files do store a UV-map, though. The second type of file is .dds, which is a texture file. Openbrf is used to link the two filetypes together through a material.
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Messages In This Thread
TyrokaFX Modeling Corner - by Jalau - 30-12-2014, 01:48 PM
Re: TyrokaFX Modeling Corner - by darklit - 06-01-2015, 07:08 PM
Re: TyrokaFX Modeling Corner - by -Perception- - 06-01-2015, 08:01 PM
Re: TyrokaFX Modeling Corner - by Jalau - 06-01-2015, 10:41 PM
Re: TyrokaFX Modeling Corner - by -Perception- - 07-01-2015, 12:20 AM
Re: TyrokaFX Modeling Corner - by Jalau - 07-01-2015, 12:55 AM
Re: TyrokaFX Modeling Corner - by -Perception- - 07-01-2015, 12:53 PM
Re: TyrokaFX Modeling Corner - by Jalau - 07-01-2015, 01:09 PM
Re: TyrokaFX Modeling Corner - by Maroon - 07-01-2015, 06:00 PM



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