This is one of those “I’d better write this down before I forget about it” posts. So, without going into too much detail, there are a lot of times working in Blender that you’d really like to know the distance between two vertices. This is especially handy for UV mapping so that you can get proportions correct, but there’s plenty of other utility as well. Only, Blender doesn’t make it really obvious how to figure it out, which meant that prior to just now, I was doing a whole lot of clicking vertices, subtracting coordinates in my TI-89, and applying the Pythagorean Theorem. Which, as I’m sure you’ll agree, is annoying.
Ukiyo-e As Desktop Backgrounds
||August 11, 2013 at 5:37 pm
In which I want to write a few words on how I’m making my desktop backgrounds so I don’t forget, because I might want to make more. Maybe you will too. For a few years now, my desktop background has been a variation on that image up there, which is a Japanese woodblock print (the ukiyo-e part of the title) by a guy named Hiroshige, who worked about 200 years ago. Sarah and I used to call it Sad Hut In Snow (because Megatokyo), but it’s actually called something more like Snow Scene at the Shrine of Benzaiten in the Pond at Inokashira. As it so happens, I have a particular fondness for the art style here (I have a […]
Remember when I used to have witty post titles for everything? Today is not that day. Also, hey, new year. Cool. Hanaisse would like me to discuss the creation of editor markers for the Oblivion construction set, so we’re going to do some of that. At this point, you may be asking yourself “What is an editor marker?” Glad you asked. In its most basic form, an editor marker is some sort of geometry that is only visible in the Oblivion CS, and not the game. The most common form of editor marker is probably the XMarker, but trigger zones, furniture markers, NorthMarkers, and the like are also editor markers. Editor markers can also be part of objects that will […]
Part 2 in our continuing series on weapon creation. Part 1 is here.
Today’s lesson is going to be using Blender to create weapons from scratch for Oblivion. As part of the process, I’m going to be talking about using reference pictures to help make your creation better. I’ll be condensing and working from information contained in this Blender 3D: Noob to Pro tutorial, as well as this CS Wiki tutorial. This one’s going to be very long, two parts worth of long, in fact, so grab something to drink.
Today’s Oblivion how-to is how to do icons in GIMP, both basic item icons as well as quest icons. There are two good icon tutorials that I’m aware of. One for Photoshop is here, and one for GIMP is here. Both cover inventory items, but not quests.
Normal Mapping For Oblivion
||August 9, 2010 at 11:06 pm
I happen to need to write down a fair amount of information about texture normal mapping for Oblivion, so I’m going to put it here for reference. This is all going to be using GIMP. I’m given to understand that Photoshop and Paint .NET have perfectly good normal map filters available, but I prefer keeping things in GIMP, so.
Subdividing Meshes In Blender
||July 31, 2010 at 1:02 am
A brief exchange on Samson’s blog earlier: Me: *sits up in chair* I know knife subdivide. Whoa. Hanaisse: Are you going to teach us this so called knife subdivide, oh master? Samson: WTF is “knife subdivide”? Well, since you all asked, let me tell you. In the interests of completeness, let me expand the lesson to include a few other ways to subdivide a mesh in Blender, because they’re useful and it might help to know them.
Part 2 in our continuing series on leveled lists. Today we’re going to look at a couple of examples of how to stitch leveled lists together, using the lists from AFK_Tweaks as an example. Then we’ll perhaps talk about how to design and edit leveled lists.
In which, persuant to the wishes of Hanaisse, who is confused by them, I’m going to talk about leveled lists in Oblivion for a while. I’m going to be covering information talked about in the CS Wiki Leveled Item article, with some digressions into AFK_Tweaks and a few other things.
Flipping Normals In Blender
||May 6, 2010 at 3:54 pm
Yes, this is now the All Blender All Day blog. For those of you expecting my normal witty banter, alas. Today’s lesson is a discussion of normals and flipping of normals for the edification of Samson, who recently had some issues with flipped collision normals.
For today’s exciting lesson in Blender, we’re going to talk about using Blender’s ability to save UV face layouts for fun, profit, and improved dice textures.
Creating Dice In Blender
||May 1, 2010 at 1:52 am
In which we are, for the edification of Hanaisse, going to create a dice in Blender and put it in a .nif so Oblivion can use it.
Heraldic Shields With GIMP
||March 4, 2010 at 6:13 pm
Not precisely how I had planned to break my latest long silence, but I sort of needed this for something, and it would be wise of me to remember how I did it. So. Basically, I want to create these: Which could be better, but aren’t bad for having started life as low-res book scans. For those of you not in my D&D game, those are house arms for noble families in Waterdeep. I’m not sure what I’ll do with them, but they’re shiny. 1. Open image 2. Layer/Transparency/Add Alpha Channel 3. Select exterior white area, delete 4. Move each color to new layer via selection 5. For each of the layers: – Hide all other layers. – Use the […]
This article falls very firmly in the realm of “I hate my life so you don’t have to.” Because you know how I keep saying Blender is the Devil? I say it because it’s true. For the purposes of this article, let’s assume you have copies of Blender, Nifskope, and the Blender nif scripts, and have an already-completed .nif file you want to add additional texturing blocks to. Here’s how. 1. First, make a backup copy of the mesh you’re about to edit. 2. [PICTURE] Open up your mesh in Nifskope. For each NiTriStrips block, note down the value, which should be something like “CastleWallTower01:1”. You care about that :1 part. These blocks will be sequential. Having noted all of […]
I Saw the Sign
||December 24, 2009 at 5:30 pm
In which I’m going to describe a process to create roadsigns for Oblivion using GIMP and Nifskope, because at least one of you cares about this. 0. Take either one of the 512×128 city sign textures from textures/clutter/signs/ and use the clone tool with a relatively small brush size (circle 5 or 7) to blot out the existing names, being careful to preserve the color of the wood if not the grain. Blotchiness isn’t critical, as most of it will be overwritten anyway. 0a. Or you can use your own base texture, which should be some multiple of 512×128. 0b. Whatever texture you use, make sure you load it WITHOUT mipmaps. 1. Using the text tool, change the options to […]
||November 22, 2009 at 7:58 pm
Because I was giving some Oblivion advice to Conner over at Samson’s, and realized I didn’t really have a useful and easy to follow Oblivion install guide, which may be of use to some people, including me because I’m dumb and forget things. I’ll talk about general setup stuff first, then I’ll reprise my load order listing from here in some detail. More after the jump: