Difference between revisions of "3ds Max - Fallout 4 NIF Exporter"

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(Created page with "The ''Bethesda Fallout 4 NIF Export Plugin Toolset'' is an extension for 3ds Max 2013 x64 which adds support for Model Files. Only 3ds Max 2013 x64 is supported by thi...")
 
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##After nailing down UVs, it is preferred to edit materials using our ''Material Browser'' webpage See the colored bubbles button in the [[Creation Kit]] toolbar.
##After nailing down UVs, it is preferred to edit materials using our ''Material Browser'' webpage See the colored bubbles button in the [[Creation Kit]] toolbar.
###Our custom [[3ds Max]] lighting shaders have visual issues compared to using the Material Browser to edit materials in realtime in the [[Creation Kit]].
###Our custom [[3ds Max]] lighting shaders have visual issues compared to using the Material Browser to edit materials in realtime in the [[Creation Kit]].
##Any BGSM/BGEM changes can be refreshed in 3ds Max using the [[Material File]] buttons at the top of our scripted material UIs.
##Any BGSM/BGEM changes can be refreshed in 3ds Max using the ''Material File'' buttons at the top of our scripted material UIs.
##Our custom BGSM files also hook into perforce, if you prefer to use it.
##Our custom BGSM files also hook into perforce, if you prefer to use it.
###Select the 'Settings' button, then type in the name of your P4 workspace in the "Workspace" text field.
###Select the 'Settings' button, then type in the name of your P4 workspace in the "Workspace" text field.
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