How does one generate UV maps in NifSkope?

Post » Thu Jun 21, 2012 1:26 am

I have a model that is totally novel, it doesn't come from Skyrim at all.
I followed this tutorial: http://tesalliance.org/forums/index.php?/topic/3144-guest-workshop-uv-mapping-in-nifskope-by-lady-n/
but it doesn't seem to be working. Essentially what happens is the .tga that generates is totally white, and when I go to Edit UV Map it just opens up the texture applied as is without overlaying the triangles from the mesh. I'm trying to create textures for the Taj Mahal from pictures of it. I already got the mesh converted, its just a matter of getting the textures right. While I have the pictures that will go on to be the texture, I don't know of any way of getting them properly UV'ed.
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jaideep singh
 
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Post » Thu Jun 21, 2012 3:53 am

i use UVLayout. you can download a free demo on their site

there is also Roadkill, another free UV editing program
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Music Show
 
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Post » Thu Jun 21, 2012 7:37 am

Thanks, but it would really be helpful to know how to do this from NifSkope. Unfortunately I already have my mesh in there, and it has separated the parts of the mesh already, so if I were to try doing that from another tool, I don't know what would happen. I will look into Roadkill until I find something better though, or someone knows how to do this from Skope.
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Joanne Crump
 
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Post » Thu Jun 21, 2012 4:02 am

You cannot create UV's in Nifskope, you can only edit existing UV's.
Most do their UV mapping in 3DS or Blender.
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kasia
 
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Post » Thu Jun 21, 2012 4:19 pm

I see. Thanks.
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SamanthaLove
 
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Post » Thu Jun 21, 2012 9:01 am

Hmmm. It seems that once I transfer the .nif into skope it has automatically separated the NiTriShapes into categories. All of the pieces like such and such are in one NiTriShapes, the roofs are in another, and so on. I'd like to select these "categories" of triangle data in blender. Does anyone know how?
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Britney Lopez
 
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