Difference between revisions of "3ds Max - Fallout 4 NIF Exporter"
3ds Max - Fallout 4 NIF Exporter (edit)
Revision as of 23:28, 5 December 2018
, 23:28, 5 December 2018Scrivener07 moved page 3DS Max - Fallout 4 NIF Exporter to 3ds Max - Fallout 4 NIF Exporter
imported>Qazaaq (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...") |
imported>Qazaaq m (Scrivener07 moved page 3DS Max - Fallout 4 NIF Exporter to 3ds Max - Fallout 4 NIF Exporter) |
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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 | ##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. |