

Now, first, let’s get on exporting the armor piece, in our case it’s a hat. There’s also a glow map, and probably some more, but we won’t touch that for now and just use three above. You can also have an Env Map(yourtexture_m.dds), it doesn’t need an alpha. Normal is your normal map (yourtexture_n.dds). Now, before we skin and export our meshes, for the texture breakdown:ĭiffuse is your color texture (yourtexture.dds). DDS and maybe open already existing textures. Now that you have your mesh and texture ready, you’ll need NVIDIA Texture Tools ( ) so you can save your textures as. Now, when baking normal maps, make sure to set Y- and turn tangent ON. That’s what I did.īe aware that Skyrim supports a number of materials for one asset, so if you want parts of your item to have a different material plan ahead and separate them. There are tons of ways to create 3D assets, the most popular and probably the best one is to create a high-poly model in Zbrush or similar, retopo it and use the lower res version ingame. We’ll also create an armor piece because there are some specific kinks for armor, weapons or npcs. Nif plugin is self-explanatory and if you don’t know what this all means, just leave everything as it is.Īnd just like that, the asset is in your 3D software! I’m going to use it as a size reference while creating my own item. You’ll need to download NifSkope too, but we’ll use it a bit later! There are plugins for 3dsmax, Blender and Maya. Now we want to import the extracted assets in our 3D software of choice, we’ll need NifTools () for that. If you want to create armor, you can extract default bodies from actors folder, armor from armor folder and weapons from weapons folder respectively. We’ll need Skyrim – Meshes.bsa so we could extract templates for our assets. You’ll need to browse to your skyrim/data folder and open up the archive you want to extract. I’m using FO3 archive utility ( ) for this guide, since it works with Skyrim archives just the same.

First of all you’ll need BSA Browser or similar.
