I made a helmet but need help making it work.

Post Reply
User avatar
OngaaftheUnliving
Posts: 11
Joined: Tue Jan 31, 2017 2:05 am

Sun Feb 26, 2017 8:02 am

I've been working on a Ned Kelly inspired helmet using Blender though I am unsure how to texture it properly or rig it to a skeleton. I was wondering if there is anyone out there who would know how to do so or could give some instruction as to how to go about properly texturing, rig, and export the helm for use in game? I unwrapped it as with any mesh with the UV mapping tab, though I am not sure if that is the correct way of doing so. I also wanted to have it so that it matches the mercenary plate armour.
Any help is greatly appreciated and I have a picture of the helm included.

Thanks!
Attachments
Heavy Scrap Helmet.jpg
Heavy Scrap Helmet.jpg (26.82 KiB) Viewed 1674 times

arkhiel
Posts: 74
Joined: Wed Aug 06, 2014 9:07 am

Sat Mar 25, 2017 12:37 pm

Not sure I can help you as I use 3dsmax.

your unwrapping seems good.

To skin it you have to download the skeleton models released by devs. just place the helm well on it, skin it with head, then use the ogre exporter (devs released one espacially for blender), and when you export you must set in object settings tangeants and binormals to yes (dunno if they are in this exporter, but if they do, do the setup ^^ ).

about textures and files, you have to add your files in proper directories used by game. By that i mean : check which directories are used for armors/textures in kenshi/data folders, just recreate the same folder tree for your own files in your mod folder. Seems dumb but I couldn't add texture for a while because of that :D

User avatar
OngaaftheUnliving
Posts: 11
Joined: Tue Jan 31, 2017 2:05 am

Tue May 16, 2017 8:50 pm

Thank you much. I will be sure to attempt what you suggested once I get back into playing this game. To skin I am assuming I have to select the neck "bone" or "skull" of the armature provided and then link perhaps? :)

arkhiel
Posts: 74
Joined: Wed Aug 06, 2014 9:07 am

Mon Jun 05, 2017 3:17 pm

Nope, you have to add a skin modifier, and add the head not the neck ^^ .
Then export with tangeant and binoculars and that's it :)

User avatar
OngaaftheUnliving
Posts: 11
Joined: Tue Jan 31, 2017 2:05 am

Sat Jul 01, 2017 6:31 am

I was away from working on my project for a while. I went and looked at the skeleton of the templates and heard that someone rigged a model they were making through adding an "armature modifier" then attaching the object to a specified bone. I was wondering; since the helm I made works along the lines as the tin cant, that it would only cover the hair. Should I attempt to rig it to the "HeadNub" bone? I tried the skin modifier but that just distorted my object into a web made of octagonal shaped objects.

Thanks for any help you may offer.

Also I made a broadsword. Would I just have to make my model, texture it, make sure it is aligned with the template sword, delete the template sword, then export it so that it can be used in the editor? What must I do in the export process, such as animations or links to export?

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 6 guests