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Eyes Poll


Eyes...  

21 members have voted

  1. 1. What eye layout do you use?

    • Vanilla (shared texture)
      12
    • Ren (Eyes side-by-side)
      2
    • Elaboraye(Checkerboard)
      5
    • Other (Specify)
      2
  2. 2. If you make an eye texture for one layout, will you make a texture for another layout?

    • Yes
      8
    • No
      13
  3. 3. Do you hate googly eyes?

    • Of course!
      17
    • No, I like my characters looking like they are on a serious skooma high!
      4


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There's actually very little talk about this but I think it's something a lot of people forget about as it causes problems for people...

 

Eyes: Which layout do you usually use? Would you make a texture for each layout? And don't you just hate googly eyes?

 

For me, the eye layout of choice is EE(Elaborate Eyes) as it has a large amount of eyes and is used in the most popular of race/eye/compilations (Beautiful People), and it has the benefit of DDS compression other eye textures cannot use.

 

Eye texturing... Well, if I ever needed to make some eyes, I might do it. Thing is that I use EE, yet if I do have a race it will have its own eye mesh so needing to make a new text might not be necessary.

 

So what do other modders think?

 

EDIT: Did the second question sound stupid? Where I meant "same" I meant another... :wallbash:

Edited by ziitch
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There's actually very little talk about this but I think it's something a lot of people forget about as it causes problems for people...

 

Eyes: Which layout do you usually use? Would you make a texture for each layout? And don't you just hate googly eyes?

 

For me, the eye layout of choice is EE(Elaborate Eyes) as it has a large amount of eyes and is used in the most popular of race/eye/compilations (Beautiful People), and it has the benefit of DDS compression other eye textures cannot use.

 

Eye texturing... Well, if I ever needed to make some eyes, I might do it. Thing is that I use EE, yet if I do have a race it will have its own eye mesh so needing to make a new text might not be necessary.

 

So what do other modders think?

 

I change mine from time to time depending on the "flavor' of the moment race for me. Thankfully many custom races come with their own texture/meshes so that I don't have to worry about it. Also VipCXis eye/hair mod is like a gift from the modding gods for me.

 

I am actually working on making some EE eyes as we speak (literally I have the Gimp up). I know one thing, I found confusing and still do at time was the difference in all the eyes when I first began DL mods....all the times I had google eyes and lost eyes and everything else. Maybe if its not there I (or someone else) could do is a little tutorial (on the wiki) on the different eye meshes/textures and now that we have a couple of new head meshes.....

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That would sound like a useful compatibility mod in my opinion - No longer would we have to say "You need to find the the EE equivalent of those eye textures" as all we would have to do is point them to that mod!
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I don't shy around making using separate eye meshes for every race, so it depends. If it calls for heterochromia, I use Ren's. If not, I stick with vanilla.

 

And googly eyes make me smile. :)

Edited by Eiries
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Eiries do you mean "making" or "using" because I had some ideas for some custom races that would have required a custom head mesh and possibly custom eye meshes, which at that point put the idea on the 'waaay back burner".
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if you want heterochromia- anyone who is laying their eye UV out a bit like this: http://www.fallout3nexus.com/downloads/images/14957-1-1286670679.jpg

 

Is doing it exactly right.

 

Anyone who is making a 1x1 ratio texture and trying to fit 2 circular ish UV shells onto it is unnecessarily wasting UV space.

 

I mean it doesn't really matter to people around here, but for the sake of logic, efficiency and ease of texturing, the first set up is superior.

 

and it has the benefit of DDS compression other eye textures cannot use.

What does this mean? What dds texture compression algorithms are supported is an engine based compatibility which is written into the shader code. I am pretty sure I have personally used both uncompressed and DXT compression in eye textures.

 

Ob only uses a few of the algorithms in the dds library as is. For the most part all you have is 8bit, DXT compression, and that G8 one.. I think... it's the one Bethesda used for greycale glow maps. saying that most of the others are for other things. A8L8 and V8U8 are for d3d and openGL, useful for normal maps, where they drop off a channel, ie the B channel, but it remains uncompressed, but since it drops a whole channel, and the B channel can be reconstructed in the shader at real time, since all normal map pixels must equal a normal length value of 1, and you have the 2 other components, the shader just fills in the blank to make the normal lengths 1, so you save vram while maintaining a fully uncompressed normal, And all the BC ones are primarily for Dx10 normal mapping. Ob doesn't support any of that. but all compression ob does support work on all textures in the game afaik. everything from icons, the sphere map, to eye textures can be 8bit or dxt, or what ever else Ob supports.

But since you need all 3 color channels there really is only 2 choices, 8bit channels, or DXT. and for a tiny color map like an eye, and it's going to be 256^2 or ever 512^2, and have an env map shader on it, you won't see any artefacts using dxt imo. That's what I do. DXT1 them :shrug:

 

just ignore me today. I have been studying and I have had like 12 hrs sleep in 5 days or something :wacko:

Edited by Ghogiel
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