I am a retard and it took me 20 years to figure this out!...

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Report RSS Nids Texture Standard. (view original)
Nids Texture Standard.
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RT2... Author
RT2... - - 3,305 comments

I actually have two macro-creatures developed with this textures and one mini-creature.

FFE will make their development much faster.

So potentially more units from my side with nids, Just need to get time and see if they will accept them.

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RT2... Author
RT2... - - 3,305 comments

Im still looking to see if there are units they need a hand with as far as any errors in the bugs within the whe/whm through "FFE".
Or in the RSH/WTP with "DOW Texture Tools".

Ive touched up a gargoyle and Genestealer.

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Dear Drogoth, Since I seem to be the only one talking to you about your Bugs you are working on.

Here is an example of several textures for several different Nids creatures.

If you could do likewise with the Red Terror and the Heirodule would be handy.

Re UV Mapping.

As texture Co-ords comes through in the OBJ File format.

If I am going to use the Armature of the nids, I will have to be entrepreneurial and find ways around the difference in the creatures you developed and the armatures.

Once skinned the Skin data can be imported if you remap the creatures.

Then the "Bone Sync" would be performed in max. With the Unit I want to use the animation set of.

Then it is just Import into the WHM through FFE and hey presto you get a new critter in hours/days what would of taken months.

It is actually much faster then all the max work and has allowed me to put out a large amount of units of a good enough quality faster then other Methods.

A tip might be to bug Doofus and get him to talk to the Nids team to see if you can UV wrap with textures to save you time and to save on mod DL with less textures.

I am still working on a Gargoyle which is 2nd ed and thinking of applying to use there texture as the texture for it. If not for them, for development skills.
If they don't want it, I will develop a whole new texture set.
The difference between the gargoyle I am developing for a second time in the last 20 years. Has a flame effect instead of "pew pew" effect for weapons, like it was designed in the codex.