SexyTop69 Posted August 16, 2019 Posted August 16, 2019 3 hours ago, yatol said: CORRECTED: No idea what you call an digital art program, but whatever your making in gimp, can it compete with that? (Not doing this one you can live with this) putting some colors on some pixels that are called mario bross, that's history if you look closely at the eyes you can see the room where they took photos of those eyes... (unless they edit the texture a little, but most of the time, they don't) bodies textures are the same, photos download an oblivion body texture from nexus, and download a v3 model, it's the same uv map you just have to save the .jpg as .dds to have it ready for oblivion not for skyrim, because they took shorcuts to save time, to... release an unfinished game (windhelm arena, carriage ambush and whatever, is still unfinished, not even for nothing special edition) before making nords, you start with the easier stuff, to have an idea of what you are doing, before the complicated stuff (make sense right?) so after making fish, skeevers, wolves.... time for argonian once argonian was done, since they were short on time, they didn't redo all that for khajit, khajit were converted to argonian, given argonian skeleton and animation, that were edited a little, and done and.... same for nords, that have reptilian uv map in skyrim there's a tool in daz to load a v4 texture on v3, a genesis 3 texture on genesis 2, you can also load a v7 texture on reptilian, it's probably like that mature skin, fair skin and the others were made (it's that or morph copy unp to daz v4 to bake the textures, that take more time) instead of messing around with some old textures conversion in gimp or whatever, why not just convert newer textures? 1. A lot people can't afford the monthy subscription for photoshop and a lot of them are cutting the "adobe" cord for other programs. The industry standard is losing it's hold because of it's greed and stupidity, If you know so much why don't you mention a couple of better programs to use that's affordable? 2. Craig and the examples you've shown are high poly and resolution models and textures. This topic is discussing how to implement textures/edited normal maps in a broken ass game that modders pasted a crapton of patches to make work right that's highly moddable but can be tough to deal with at times. LizzyGirl has no work on here for you to criticize except for Lizzy's attempts to edit a normal map which lizzy seems to have accomplished, trying to measure their personal skill as an artist because they use gimp and you know nothing else about them is LAME and STUPID. 3. A lot game developers reuse existing and presently used assets all the time (if reasonably sensible and beneficial), not that beth didn't make stupid and poor edits to skyrim. All the humanoid npcs bodies are UV mapped the same way for consistency while textured differently (without the tail), why single out nords.... a DUH they all share the same human texture (beast races have different head textures) as Redguard, Brenton, Imperial, all the elves and nothing is reptilian about them, what are you smoking?
yatol Posted August 16, 2019 Posted August 16, 2019 1 hour ago, SexyTop69 said: 1. A lot people can't afford the monthy subscription for photoshop and a lot of them are cutting the "adobe" cord for other programs. The industry standard is losing it's hold because of it's greed and stupidity, If you know so much why don't you mention a couple of better programs to use that's affordable? 2. Craig and the examples you've shown are high poly and resolution models and textures. This topic is discussing how to implement textures/edited normal maps in a broken ass game that modders pasted a crapton of patches to make work right that's highly moddable but can be tough to deal with at times. LizzyGirl has no work on here for you to criticize except for Lizzy's attempts to edit a normal map which lizzy seems to have accomplished, trying to measure their personal skill as an artist because they use gimp and you know nothing else about them is LAME and STUPID. 3. A lot game developers reuse existing and presently used assets all the time (if reasonably sensible and beneficial), not that beth didn't make stupid and poor edits to skyrim. All the humanoid npcs bodies are UV mapped the same way for consistency while textured differently (without the tail), why single out nords.... a DUH they all share the same human texture (beast races have different head textures) as Redguard, Brenton, Imperial, all the elves and nothing is reptilian about them, what are you smoking? 1 : i am not a "digital artist", i don't paint textures... 2: you didn't bother reading the topic to the end? " Little things like normal map of the stomach to make it look nicer, tinting the anus, etc. " can put those "high poly and resolution models" in game without problem 3: did you bother taking a look at skyrim files? i did open a head nif, right click the mesh, and select remove double those 3 skin partition are the result of the merging of those ears and neck on v4 face and those doubles, it's the ears/neck vertices from v4 face, and the ears/neck vertices from v4 body (now that they are in the meshe, they are in doubles) the argonian skin partition, it's the head with a part of the eye (you can find the original in daz, reptilian, lizard man or whatever, it's one of the versions older than skyrim) you use bodyslide? did you try importing a head nif in outfitter? yours is between the feets? it's normal, it's the same as that scar mesh i have left alone (have beards on the ground too) import some vanilla armors from meshes.bsa, they will be under unp (unlike unp because they took care of it while messing with it) the only nif that won't be on the ground, it's the argonian male head so it's safe to say it's the first model they did, and they have convert all humanoids to the armature they made for argonian male (no need to redo that for all humanoids models) but by the time they were done with argonian male, someone have export something else, and... he have mess with export settings and when he import female argonian on argonian male armature... wops, what happened? he retry, it's the same.... z+120 and it's about right, let's go with that, and he have export everything to repeat the same moving around (before he get more problems) but he set z +120 in object mode, because of that in the nitrishape x y z, you have z + 120 outfitter don't load the meshe translation or rotation, so when you load that there, it's where it is without the translation and rotation game check original coordonates to check what it render, so those translation are useless problems in game, and a useless waste of performance (game load the meshe there, then move it around, it's better to load it directly where it should be)
SexyTop69 Posted August 17, 2019 Posted August 17, 2019 18 hours ago, yatol said: 1 : i am not a "digital artist", i don't paint textures... 2: you didn't bother reading the topic to the end? " Little things like normal map of the stomach to make it look nicer, tinting the anus, etc. " can put those "high poly and resolution models" in game without problem 3: did you bother taking a look at skyrim files? i did open a head nif, right click the mesh, and select remove double those 3 skin partition are the result of the merging of those ears and neck on v4 face and those doubles, it's the ears/neck vertices from v4 face, and the ears/neck vertices from v4 body (now that they are in the meshe, they are in doubles) the argonian skin partition, it's the head with a part of the eye (you can find the original in daz, reptilian, lizard man or whatever, it's one of the versions older than skyrim) you use bodyslide? did you try importing a head nif in outfitter? yours is between the feets? it's normal, it's the same as that scar mesh i have left alone (have beards on the ground too) import some vanilla armors from meshes.bsa, they will be under unp (unlike unp because they took care of it while messing with it) the only nif that won't be on the ground, it's the argonian male head so it's safe to say it's the first model they did, and they have convert all humanoids to the armature they made for argonian male (no need to redo that for all humanoids models) but by the time they were done with argonian male, someone have export something else, and... he have mess with export settings and when he import female argonian on argonian male armature... wops, what happened? he retry, it's the same.... z+120 and it's about right, let's go with that, and he have export everything to repeat the same moving around (before he get more problems) but he set z +120 in object mode, because of that in the nitrishape x y z, you have z + 120 outfitter don't load the meshe translation or rotation, so when you load that there, it's where it is without the translation and rotation game check original coordonates to check what it render, so those translation are useless problems in game, and a useless waste of performance (game load the meshe there, then move it around, it's better to load it directly where it should be) 1. No one said you were. Since you admit it, it's quite clear you try to write a check your ass can't cash criticizing someone's art skill based on the tool you see them using. 2. Not present from you and the topic in question is editing an existing mod of which I took the liberty of looking at and found that the author discourages optimizing his textures. You want the person to make high resolution textures of their own. That's not what they posted or asked help for, they asked for help editing an existing mod's normal map. You have all this other nasty crap to say to them and to insult their professional dignity on an google search rather than provide an link or an keyword. Thing is I really don't get why you want to even help in the first place the way you present yourself on this topic, why did you even bother posting? 3. Clearly you didn't read my post carefully. I did not disregard the sloppy work from beth, and I commented on UV mapping and the skeletons which I did look at (but didn't mention that) and there isn't anything wrong with argonian and Kajit sharing a skeleton together. Something like that is an intentional decision they made to save time and reuse assets than make an new one that they don't need since they are modeled quite similarly to one another, using the same skeleton to animate them is fine. I don't want to crowd up this post as this is going way off topic, and be straw maned by other things you didn't mention before or simply want to throw into the discussion to try to prove me wrong or throw me off on what I commented on prior. So I said my peace and I'm done as far as this is concerned.
yatol Posted August 17, 2019 Posted August 17, 2019 29 minutes ago, SexyTop69 said: 1. No one said you were. Since you admit it, it's quite clear you try to write a check your ass can't cash criticizing someone's art skill based on the tool you see them using. you have to be a "digital artist" to mess with textures? did a little more than saving .jpg as .dds that's transparent glass armor texture, not transparent stuff was deleted, reverse selection, copy paste in amidian, and you get a transparent version of amidian retext that's... don't know, another game armor probably have just edit the uv map a little after giving it other armors .dds (leather.dds is seamless can i can give the uv map scale 4 or 8, as long as the pattern doesn't repeat itself too much, it's fine) that's enchantress, maybe not called that on ehei blog original texture isn't much more than some red or some blue with that 1k gold seamless texture, you can fov 10 the gold chain, it still look fine if you download some daz conversions, and check the textures, you will often see a lot of black or white in there, it's not optimised for gaming merge that in blender, set uv map scale to 0.5, and you should be able to put more than 4 2k inside one 4k (less white in the baked texture) body texture are the same, x is very detailed, but too much and the head don't look as good as y, bake x on the body, y on the head, and merge both under the jaw (there's always a seam, it's just more or less visible depending on the texture) didn't said anything about humanoid using the same skeleton it's what they released the game with i have a problem with remove double find stuff in those nifs (same for buildings, furnitures, armors....) it's useless to have the ground cast shadow on under the ground, it's also useless the have the mouth cast shadow on your head interior (no wonder game is so cpu hungry) they had to remove arms weight from the plastron from how much armors? thanks to those arms too close to the body (compare with an oblivion armor) only sbp 32,33,34,37 were given (you need more to make right arm, left leg or whatever disappear when you cut that off) some mods are more optimised than the pro stuff...
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