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Subdivide whenever you feel you've got the most out of the polygons allocated to your current level. Don't change the general shape of the head much - you'll need it to stay as close as possible to the initial exported model, so don't alter the width of the jaw or the nose and such. Work towards creating definition and volume and keep photo references at hand. Work as far as you can in low subdivisions and avoid smoothing all the time.
![skyrim low poly mod skyrim low poly mod](https://staticdelivery.nexusmods.com/images/110/3140055-1441816124.jpg)
I usually do most of my sculpting using Clay Buildup, layering thin strokes to establish facial bone structure and musculature and dominant elements. Sculpting with triangles exported from the game produces less satisfactory results. This will give us better, quad-based mesh topology to work with. Subdivide the mesh once, delete lower subdivisions and DynaMesh the model at resolution 130-180. Import the mesh and draw it in the viewport, toggle X axis symmetry on from Transform and enable Edit mode. If you haven't used Zbrush before, now's your time to read up, it has a fairly steep learning curve. We don't need to visit them again anymore.įire up Zbrush and grab your tablet pen. I just highly prefer using Max for its more sensible interface. Holes capped (to see if there are any stragglers, subdivide the mesh)Įxport the mesh as an OBJ with Zbrush settings and overwrite the original Blender export.įor the record - all of the above is possible to do in Blender just alike. Now finally add a Cap Holes modifier and collapse it again to seal the neck hole and any remaining gaps in the mesh.
![skyrim low poly mod skyrim low poly mod](https://pbs.twimg.com/media/DSoutPdW4AEQLo7.jpg)
Examine the model to make sure no geometry was accidentally collapsed together.
![skyrim low poly mod skyrim low poly mod](https://cdn.vox-cdn.com/thumbor/VrTaajci-bT_HvFVyQpxSjEkudw=/0x0:1920x1080/1200x0/filters:focal(0x0:1920x1080):no_upscale()/cdn.vox-cdn.com/uploads/chorus_asset/file/3953624/jYwvTMliT_Ch.0.jpg)
Now select the whole mesh in Vertex mode and weld it with 0.1 sensitivity. When you examine the UV, it will be upside down - flip it vertically from the Tools tab and collapse the UV to the model. Enable the mesh and open the Unwrap UVW modifier on it. Rotate it 180 degrees on the Z axis to make it face Front. Open up 3ds Max and import the head using Blender settings. Make sure only the morph you want is left and export the head as an OBJ file with default settings. Choose the race morph you want to work off on and delete all the other morphs using the X button. Select the head and navigate to the Shapes tab as shown in the picture. Don't rotate the head file when prompted. If you're working with a custom race that has its own associated race morph TRI in existence, skip straight to booting up Blender. If you want to create maps based on an existing Skyrim race, extract i and/or i from Data\meshes\actors\character\character assets\. How you start off will depend a little on what you're doing. This is a guide on how you can use all of them in unison to make your own normal maps for your characters and the few required tricks for getting the maps baked and brought into the game without bad compression artifacts.
SKYRIM LOW POLY MOD SOFTWARE
This won't be a guide to using any of the aforementioned software packages. I repeat, this is an advanced-level tutorial for people with prior 3D modeling experience. Pen tablet (such as the Wacom product line)Īdobe Photoshop or Gimp with the nVidia DDS plugin and Normal Map Converter Zbrush 4R2 and above(or any sculpting software you prefer, but I will only instruct Zbrush use here)