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Useful Sunset Sarsaparilla deputy badges


DareDevil999

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So I came across this picture that uses coins to create chainmail and it sparked an idea.

http://www.willsegerman.com/images/pennymail-main.jpg

I was wondering if anyone has ever thought of, or are willing to create chainmail armour made out of Sunset Sarsaparilla badges.

The badges could be linked together to create chainmail like in the picture or pinned anywhere all around your clothes.

The Sunset Sarsaparilla badge armour could raise the characters chrisma but lower stealth.

To counteract the benefits it should require 100 repair to build and each badge should weigh 1 and sell for 10 caps a piece.

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You could create a seamless texture, then use gimp's clone tool to paint the mail over an existing suit of armor/outfits's texture. The Rad suit looks like it has some simalaritites to the pic above (except for the helmet). But that way you have a heck of a lot less polys. If I have time I'll try to put a little demonstration/experiment together for you.
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You could create a seamless texture, then use gimp's clone tool to paint the mail over an existing suit of armor/outfits's texture. The Rad suit looks like it has some simalaritites to the pic above (except for the helmet). But that way you have a heck of a lot less polys. If I have time I'll try to put a little demonstration/experiment together for you.

I like the radiation suit retexture idea.

 

Though, would it be possible to retexture the coat on the Courier Duster or the Regulator duster so it looks like it's covered in pinned on gold badges? Will the pockets and/or the collar on the coat make it too hard?

 

Does the stars need to be seamless can the stars be a bit spaced out so it looks like every star was pinned on?

 

Does the texture have to be flat to the clothes? Could there be more polygons to make each star stick out, so it doesn't look painted on, or is a flat texture fine?

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You could create a seamless texture, then use gimp's clone tool to paint the mail over an existing suit of armor/outfits's texture. The Rad suit looks like it has some simalaritites to the pic above (except for the helmet). But that way you have a heck of a lot less polys. If I have time I'll try to put a little demonstration/experiment together for you.

I like the radiation suit retexture idea.

 

Though, would it be possible to retexture the coat on the Courier Duster or the Regulator duster so it looks like it's covered in pinned on gold badges? Will the pockets and/or the collar on the coat make it too hard?

 

Does the stars need to be seamless can the stars be a bit spaced out so it looks like every star was pinned on?

 

Does the texture have to be flat to the clothes? Could there be more polygons to make each star stick out, so it doesn't look painted on, or is a flat texture fine?

 

 

That is what Normal Maps are for, so that the texture doesn't look flat.

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Though, would it be possible to retexture the coat on the Courier Duster or the Regulator duster so it looks like it's covered in pinned on gold badges? Will the pockets and/or the collar on the coat make it too hard?

I can't really say for sure, but it would also be possible to merge a layer. The layer would be on a alpha background, so it should still show some shadowing, ridges, folds etc. That might alleviate the problem with the ridges/seams etc from pockets and the collar. It will also allow the layer underneath to show through in the spaces between the badges.

 

Just a quick FYI, something like this could also be done on a legion themed outfit with legion Denarius (if one likes silver) or Aureus (if one prefers gold). Although we don't have it in FONV, there is also $1 NCR coins.

 

Does the stars need to be seamless can the stars be a bit spaced out so it looks like every star was pinned on?

A seamless texture just means it can be tiled infinitely to cover as much space as needed, it doesn't mean that there is no space between the stars.

 

Does the texture have to be flat to the clothes? Could there be more polygons to make each star stick out, so it doesn't look painted on, or is a flat texture fine?

A normal texture will give it a illusion of depth, and probably more than enough if we're talking about a relatively flat object. If you did a separate mesh for each your poly count would go up a order of magnitude. A high end computer probably woudlnt' notice it, but I think it could impact lower end machines.

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