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New Female Body Texture Mod in the Works


ResidentWeevil2077

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you said these texture are already uploaded to tessource and this is just a fix for them, in the meanwhile may I have the name of the file, Im kinda gettin sic of the one I use

 

Well, it's not actually a fix, altho I did touch up the tex I had so it has far less seams (where the texture didn't look the same throughout the mesh). And in an edit of a previous post of mine I did add the name of the mod I based my work upon, but if you didn't see it, it's "Textures for Corwyn's Fantasy Figure" by Torbold, and a link to the mod page can be found right here. Just click the link and you can d/l the texture pack which includes texs for Imperials (which also covers Redguards, Nords, High Elves, Wood Elves, and Bretons), Dark Elves, Orcs, Khajitt, and Argonians. Be forewarned that the colour of the texture for Imperials is kinda off, but other than that it's far better than the few alternatives there are out there, save mine. Until my work is finished, which by the way is almost ready for beta deployment, Torbold's tex pack will have to suffice for the time being.

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you said these texture are already uploaded to tessource and this is just a fix for them, in the meanwhile may I have the name of the file, Im kinda gettin sic of the one I use

 

Well, it's not actually a fix, altho I did touch up the tex I had so it has far less seams (where the texture didn't look the same throughout the mesh). And in an edit of a previous post of mine I did add the name of the mod I based my work upon, but if you didn't see it, it's "Textures for Corwyn's Fantasy Figure" by Torbold, and a link to the mod page can be found right here. Just click the link and you can d/l the texture pack which includes texs for Imperials (which also covers Redguards, Nords, High Elves, Wood Elves, and Bretons), Dark Elves, Orcs, Khajitt, and Argonians. Be forewarned that the colour of the texture for Imperials is kinda off, but other than that it's far better than the few alternatives there are out there, save mine. Until my work is finished, which by the way is almost ready for beta deployment, Torbold's tex pack will have to suffice for the time being.

 

 

Hmm not sure how it works but the one I am using growlfs changes the default bodies for females altogether so does eshemes, Ima check this one out to see if its the same, thanks for the link

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Hmm not sure how it works but the one I am using growlfs changes the default bodies for females altogether so does eshemes, Ima check this one out to see if its the same, thanks for the link

Oh yeah, I forgot to mention that the mod only contains textures, you'd also need to d/l the meshes in another mod. Corwyn did post up an alpha version of his meshes on RapidShare, but the file seems to have been taken off the site. There is, however, another mod with the meshes, and a link can be found right here. Hope that helps.

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And again you convince me just how badly Oblivion's lighting system sucks. Can you post some screenshots in a neutral lighting setup? Right now, the lighting is distorting the textures so badly it's hard to tell what might need work. But I do see a couple things to comment on:

 

 

1) The neck area is looking much better. The head/neck line is still there, but you have to look harder to see it.

 

2) Your bump map issues are still there. Take a look at your own skin, the sufrace textures are very subtle. Exaggerating this kind of effect is a very common problem, you just need to remember that it's about making a realistic image, not showing off the fancy shaders.

 

3) I notice you took the hair off... giving up on getting the resolution fixed? Did you look at what I suggested/asked about texture layering?

 

4) See attached pictures:

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And again you convince me just how badly Oblivion's lighting system sucks. Can you post some screenshots in a neutral lighting setup? Right now, the lighting is distorting the textures so badly it's hard to tell what might need work. But I do see a couple things to comment on:

 

 

1) The neck area is looking much better. The head/neck line is still there, but you have to look harder to see it.

 

2) Your bump map issues are still there. Take a look at your own skin, the sufrace textures are very subtle. Exaggerating this kind of effect is a very common problem, you just need to remember that it's about making a realistic image, not showing off the fancy shaders.

 

3) I notice you took the hair off... giving up on getting the resolution fixed? Did you look at what I suggested/asked about texture layering?

 

4) See attached pictures:

Thnx once again, and perhaps I should take my pictures inside a building from now on. Anyway, my rebuttle:

 

1) I tried to eliminate this problem altogether, but I can't be perfect. And it's a problem with the actual mesh itself, nothing I can do about that (quite frankly, the mesh has a few mistakes, but it's not my fault). The tex can be easily fixed tho.

 

2) I'm looking at my own arm as I writing this, and I can kinda see what you're saying. However, the original author of the tex I'm editing (Torbold's texs) had used a skin tex that had goosebumps on it already. If I try to minimize that to almost nil, I'm gonna lose a mjority of the other finer details on the tex, and then the whole point of bumpmapping would be pointless, cuz you wouldn't have a texture at all. But if it makes it any better, I'll try to work on the bumpmapping issue.

 

3) Well, when I took the SS, I had saved my tex without the hair, but I managed to get a slightly better hair tex to use, but I know it's not perfect.

 

4) OK, almost done. *inhales deeply, exhales quickly* Now, for the pictures you posted:

-In the first pic, the shoulder blades look alright to me. If I draw my own conclusions from your comparisons, the poses are quite different. And the body types of the real model and the game model are also slightly different. The real model, by certain standards, has a typical female body shape. However, the game model is of one that has a more voluptuous and atheletic shape, not quite a full-figured shape, but not exactly skinny either (like Eshme's bodies). I do agree that the shoulder blades should be slightly more defined. But remember, in the real world, our skin moves quite differently from that of a 3D mesh, and trying to emulate the subtle shadows of the real world in the game world is very, VERY difficult.

 

- The implied shadow on the spine should NOT be there at all, and now I don't really even know why I listened to you, since the mesh already has an indentation, and doesn't need that much of an implied shadow.

 

- The white dots on her lower back are also another artifact of Oblivion's poorly designed lighting system. See, the light in Oblivion shows where the sunlight hits, in this case, the indentations on the mesh itself. This is something I find different on Corwyn's meshes, and if you look at the lower back of some women, they would also have these dimples, tho the lighting in Oblivion is poorly designed as I said.

 

- The two lines above her buttocks are face-alignment problems. I tried to minimize this as much as I could, but since NifSkope doesn't allow for texture realignment, I can't do anything about this without screwing up the texture.

 

- In the second pic, the arms do actually lack texture, and it's not just the tex itself, as the mesh ALSO lacks muscle tone. The inside of the elbows do have some tone, but in this case it was the lighting (too intense). I'll see what I can do about this tho.

 

- There is absolutely NOTHING wrong with areola around the nipple. Even if I DID alter it to look like the ones in the photos you provided, it would make EVERY other race look weird. You're forgetting that the IMPERIAL texture is used for Bretons, Wood Elves, High Elves, Redguards, AND Nords. Sure yes, darker-skinned women (like Imperials) generally have differently coloured areolas (and even differently shaped altogether) than those of lighter-skinned women (like Nords). However, I've seen plenty of light-skinned women with areloas that look like those on darker-skinned women. I could go into a whole spiel on the various body types of women, but that's not what this post is about. The areola you showed me might look realistic for that woman, but the same wouldn't look right on someone with darker skin (it's a little different if the pale-skinned woman went tanning tho). So, the texture you see comes from my own preference of what I like to see with regards to the shape of a woman's body. It may not seem realistic to some, maybe to most, but be thankful my vision isn't skewed like Growlf's (now HIS body meshes are unrealistic).

 

- Those highlights were there on the original tex as well, but the shadows under those are supposed be her ribcage (taking advice from Tessera). And I don't see a problem with it either. I'm quite sure you know that skin textures in a game are quite different from our own skin. It's very hard to try to minimize ANY highlights on a tex, especially when you take into consideration that there is a possibilty of losing visual flare, even practical shading. And the weird cross-shaped shadow was supposed to imply abdominal muscle tone, but I think I might have taking it too far (it's also unrealsitically implied).

 

- I STILL don't see a problem with my bumpmapping. To prove my point, see the attached pic. (SS taken from Doom 3, which came out in 2003, roughly 3 yrs before Oblivion was released. The years are important since D3 is older than Oblivion, and therefore uses different bumpmapping and heightmapping techniques than Oblivion. It is also an OpenGL game, which I think is a better graphics standard to use than Direct3D, but that's another story. The years are also important since D3 uses rendering techniques that are old by today's standards, because D3 DOESN'T utilize HDR shading or even BLOOM shading.)

 

 

Anyway, I've said what I needed to say, so hopefully Peregrine, you can see where I'm coming from. If you want, I can email the mesh I'm using as well as the tex I'm working on. Just PM me and I'll gladly send things over to you so you can point out what REALLY needs to be done.

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1) I tried to eliminate this problem altogether, but I can't be perfect. And it's a problem with the actual mesh itself, nothing I can do about that (quite frankly, the mesh has a few mistakes, but it's not my fault). The tex can be easily fixed tho.

 

It should be possible to mostly fix it. Is this really just a lighting issue, and the texture color is the same? What you should do is gradually fade the color to the ligher head color on the body texture. So you'll still have a transition, but it'll be more gradual instead of the sharp line.

 

2) I'm looking at my own arm as I writing this, and I can kinda see what you're saying. However, the original author of the tex I'm editing (Torbold's texs) had used a skin tex that had goosebumps on it already. If I try to minimize that to almost nil, I'm gonna lose a mjority of the other finer details on the tex, and then the whole point of bumpmapping would be pointless, cuz you wouldn't have a texture at all. But if it makes it any better, I'll try to work on the bumpmapping issue.

 

Remove them completely. Bump mapping should be done on a different texture image. It's a grayscale image, applied in a separate texture channel. White = raised bump, black = no depth change. There is also a multiplier, this tells how far to displace the surface (increase this, you get higher bumps). If the bump map has a negative multiplier, the bumps are cut into the surface (still white = most displacement). So to fix the issue, you can do one of two things:

 

1) Edit the bump map and remove the general dots, leaving only the areas where there's a specific bump that you want to keep.

 

2) Edit the bump map and shade the general dots to a dark gray. So they'll be very subtle, but you can still have pure white areas that define clear features.

 

 

 

4) OK, almost done. *inhales deeply, exhales quickly* Now, for the pictures you posted:

-In the first pic, the shoulder blades look alright to me. If I draw my own conclusions from your comparisons, the poses are quite different. And the body types of the real model and the game model are also slightly different. The real model, by certain standards, has a typical female body shape. However, the game model is of one that has a more voluptuous and atheletic shape, not quite a full-figured shape, but not exactly skinny either (like Eshme's bodies). I do agree that the shoulder blades should be slightly more defined. But remember, in the real world, our skin moves quite differently from that of a 3D mesh, and trying to emulate the subtle shadows of the real world in the game world is very, VERY difficult.

 

Yes, the pose and stuff varies, my point was mostly about the size of the shadows. The shading you have right now suggests a very gradual curve and a soft edge. The most obvious part is the bottom corner of the V shape, it should be a narrower shadow region. It's a pretty sharp curve on a real person, especially on your skinny model. So there should be a shadow, but it should be a sharper transition from white to dark.

 

- The implied shadow on the spine should NOT be there at all, and now I don't really even know why I listened to you, since the mesh already has an indentation, and doesn't need that much of an implied shadow.

 

It was probably the poor lighting. But I didn't say to remove it, it's just too wide. The spine indentation is a fairly narrow area, some of those pictures make it look really wide. It should be more of a U shaped indentation, where yours looks more like \___/ . But again, it may just be the model and lighting, it was a fairly minor point.

 

- The white dots on her lower back are also another artifact of Oblivion's poorly designed lighting system. See, the light in Oblivion shows where the sunlight hits, in this case, the indentations on the mesh itself. This is something I find different on Corwyn's meshes, and if you look at the lower back of some women, they would also have these dimples, tho the lighting in Oblivion is poorly designed as I said.

 

Ok, understood, if it's a mesh error there's nothing you can do about it. But even if there was a highlight there on a real woman, it wouldn't be so sharply defined.

- The two lines above her buttocks are face-alignment problems. I tried to minimize this as much as I could, but since NifSkope doesn't allow for texture realignment, I can't do anything about this without screwing up the texture.

 

Try blending your textures together better. Figure out what areas of the texture file are adjacent, and make sure they have the same color (even if they're on opposite sides of the image).

 

- In the second pic, the arms do actually lack texture, and it's not just the tex itself, as the mesh ALSO lacks muscle tone. The inside of the elbows do have some tone, but in this case it was the lighting (too intense). I'll see what I can do about this tho.

 

Try faking it, assuming it's not just the light washing out all your texture work. It doesn't need huge dramatic changes, just subtle shading so it's not one solid white region.

 

- There is absolutely NOTHING wrong with areola around the nipple.

 

Yes there is, and it's not a preference thing. You'll notice I tried to find a woman with fairly similar shape/texture to what you used (the top one). There are a couple problems:

 

1) The dark ring around it. Not the areola itself, there's a black line around it. Look at the area I highlighted, moving outward from the center it goes from dark to a narrow bit of light, then back to very dark.

 

2) The color is way off. Again, it's supposed to be a darker version of the skin color, yours is way too red/orange, especially for such light skin color.

 

3) The size (especially the center bump) looks a bit too big. Not massively out of scale, but it looks a bit off.

 

If you disagree, try finding a picture that matches yours and post it. I doubt you can.

 

- Those highlights were there on the original tex as well, but the shadows under those are supposed be her ribcage (taking advice from Tessera).

 

Ignore Tessera, a quick look through his posting history and fanboying of his favorite mod should be enough to convince you he doesn't know anything about realism.

 

The problem isn't so much that there are highlights, it's that they're in weird shapes/locations. Also, I think your color is a bit off, there's too much red tint in the shadows. It should be more gray/black, not like a bad sunburn.

 

- I STILL don't see a problem with my bumpmapping. To prove my point, see the attached pic. (SS taken from Doom 3, which came out in 2003, roughly 3 yrs before Oblivion was released. The years are important since D3 is older than Oblivion, and therefore uses different bumpmapping and heightmapping techniques than Oblivion. It is also an OpenGL game, which I think is a better graphics standard to use than Direct3D, but that's another story. The years are also important since D3 uses rendering techniques that are old by today's standards, because D3 DOESN'T utilize HDR shading or even BLOOM shading.)

 

What's your point? That screenshot has overkill bump maps too. Saying "this other game's version sucks too" doesn't prove anything.

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It should be possible to mostly fix it. Is this really just a lighting issue, and the texture color is the same? What you should do is gradually fade the color to the ligher head color on the body texture. So you'll still have a transition, but it'll be more gradual instead of the sharp line.

The texture wasn't finished when I took that SS. I'll get to this problem when the time comes.

 

Bump mapping should be done on a different texture image. It's a grayscale image, applied in a separate texture channel. White = raised bump, black = no depth change. There is also a multiplier, this tells how far to displace the surface (increase this, you get higher bumps). If the bump map has a negative multiplier, the bumps are cut into the surface (still white = most displacement).

I suppose now would be the time to mention that I NEVER photoshopped ANY of my textures. I actually GIMPed them. See, I CAN'T get Photoshop (no credit card, costs 700 freaking dollars, money I don't have, and even if I did, I couldn't d/l a legit copy from Adobe's site cuz I'M STILL ON DIAL-UP :ohmy: ! So, my alternative (and ONLY) resort is to use the GIMP. And I'm quite sure you know that GIMP isn't the same as PS.

 

BUT if you just so happen to have or know of ANY tutorials for bumpmapping with the GIMP, I'd be be more than happy to take a look at them.

 

Ok, understood, if it's a mesh error there's nothing you can do about it. But even if there was a highlight there on a real woman, it wouldn't be so sharply defined.

It's not actually a mesh error, either. Perhaps it might be too much of a dimple, but again that's nothing I can do anything about. If you want, take it up with Corwyn; it's his mesh I'm using.

 

Yes there is, and it's not a preference thing. You'll notice I tried to find a woman with fairly similar shape/texture to what you used (the top one). There are a couple problems:

 

1) The dark ring around it. Not the areola itself, there's a black line around it. Look at the area I highlighted, moving outward from the center it goes from dark to a narrow bit of light, then back to very dark.

 

2) The color is way off. Again, it's supposed to be a darker version of the skin color, yours is way too red/orange, especially for such light skin color.

 

3) The size (especially the center bump) looks a bit too big. Not massively out of scale, but it looks a bit off.

 

If you disagree, try finding a picture that matches yours and post it. I doubt you can.

1) I see that there is a sharp difference of colours, but it's nothing I can't fix. I'll just need to edit the texture there some, and try to blend the textures a bit.

 

2)I know it's orangey, but the texture wasn't done yet. It doesn't look that way off colour now, a bit more pinkish now. It's still a bit darker than those you showed me, because as I said before, if I change the colour so it looks more realistic, I'd be sacrificing the realism of the other races. Imperials have a slightly tanned skin colour, and I'm guessing their areolas would be darker. Same with Redguards (quite a bit darker actually). Bretons and Nords are kind of similar (Bretons perhaps looking more like the ones in the pic you showed, not so much Nords), and High Elves, hmm, not too sure about that one.

 

All I know is that, in order for realism to prevail amongst ALL races, I'd need to do some major modifications, creating BRAND NEW textures for EVERY race in Oblivion. And then I'm not so sure if Oblivion's CS would allow for changing of race textures (I never did check that one out; probably could tho). So, taking into consideration all these factors, you can see why I chose to do what I needed to do. I hope you can understand that it's a very delicate situation for me to try to balance realism against resource conservation.

 

3) You mean the nipple itself? Or perhaps that small impression of the milk duct? Cuz some women with largish nipples do tend to have a slight dimple in the centre of the nipple where the milk duct exits. Not all women have this, but some do (and that this even matters, but I do find this tiny feature quite arousing). Like Aria Giovanni. I know hers aren't even close to the same as my texture, but she does have those tiny dimples in the centre of her nipples.

 

And you were right, I couldn't find a picture that was similar to my SS, but just because I didn't doesn't mean that it doesn't exist.

 

Ignore Tessera, a quick look through his posting history and fanboying of his favorite mod should be enough to convince you he doesn't know anything about realism.

I think I figured that out quite a while ago, and I don't even know why I even listened to him :huh: . I even find it hard at times to NOT flame the bejesus out of him, especially when he rants on about Eshme's mod (which I can tell you right now is NOT how "real" women look. Hell, my girlfriend doesn't even look as skinny as the mesh I'M using, and thank God...).

 

The problem isn't so much that there are highlights, it's that they're in weird shapes/locations. Also, I think your color is a bit off, there's too much red tint in the shadows. It should be more gray/black, not like a bad sunburn.

Perhaps what I should do is alter the colour of the texture as a whole first BEFORE I do any shadowing. The original tex isn't even close the original colours of the stock skin texs. OR, perhaps, just maybe, it might be my use of GIMP. I don't know. But I'll take your advice one this one.

 

What's your point? That screenshot has overkill bump maps too. Saying "this other game's version sucks too" doesn't prove anything.

Those were unedited, UNMODDED, ORIGINAL game-dev-made textures. I suppose looking at it now, I see that it doesn't really matter if your an amateur texturer (like me), or a professional game dev. I still don't agree with you, and I don't think I shunned Doom 3. Doom 3 still is a rather good game to play, but I was drawing a comparison between the shading and bumpmapping techniques of an older game, and those of a newer game.

 

See, when D3 came out, Bloom shading was just starting to become a standard (although Bloom wasn't implemented into the game's rendering code, a mod that enabled Bloom with D3 was created). Since then, newer, more complex shading techniques have been developed and are slowly becoming the norm in TODAY'S games.

 

HDR (SM 3.0, to be precise) lighting is just a fairly recent shading technique, and so far hasn't been implemented in many games (Quake 4, one game that uses Doom 3's rendering engine, hasn't implemented HDR lighting, and it was released about 3 or 4 months before Oblivion. It even has the exact same system requirements as Oblivion).

 

Anyway, I'll reduce as much of the "goosebump" effect as much as I can, but I'm not going to cut it altogether. I should mention too that Doom 3's shadows are FAR better than Oblivion's, for a game of it's age.

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I suppose now would be the time to mention that I NEVER photoshopped ANY of my textures. I actually GIMPed them. See, I CAN'T get Photoshop (no credit card, costs 700 freaking dollars, money I don't have, and even if I did, I couldn't d/l a legit copy from Adobe's site cuz I'M STILL ON DIAL-UP :ohmy: ! So, my alternative (and ONLY) resort is to use the GIMP. And I'm quite sure you know that GIMP isn't the same as PS.

 

BUT if you just so happen to have or know of ANY tutorials for bumpmapping with the GIMP, I'd be be more than happy to take a look at them.

 

The process is exactly the same. It doesn't matter what application you create your grayscale map in, the final result is all that matters. Unless the GIMP is worthless on the level of MS Paint, you can do all this stuff just fine.

 

Oh, the multiplier thing should be in the modeling software, not the 2d paint program (or in whatever texture replacer thing you use). It should be something like "RobB_newtexture_bump.dds [-.01]", with the ability to change that value.

 

 

2)I know it's orangey, but the texture wasn't done yet. It doesn't look that way off colour now, a bit more pinkish now. It's still a bit darker than those you showed me, because as I said before, if I change the colour so it looks more realistic, I'd be sacrificing the realism of the other races. Imperials have a slightly tanned skin colour, and I'm guessing their areolas would be darker. Same with Redguards (quite a bit darker actually). Bretons and Nords are kind of similar (Bretons perhaps looking more like the ones in the pic you showed, not so much Nords), and High Elves, hmm, not too sure about that one.

 

All I know is that, in order for realism to prevail amongst ALL races, I'd need to do some major modifications, creating BRAND NEW textures for EVERY race in Oblivion. And then I'm not so sure if Oblivion's CS would allow for changing of race textures (I never did check that one out; probably could tho). So, taking into consideration all these factors, you can see why I chose to do what I needed to do. I hope you can understand that it's a very delicate situation for me to try to balance realism against resource conservation.

 

Ctrl+C, Ctrl+V, rename. Copy your file, rename it for every race. Now with near-zero extra work, you have different textures for each race, and can make minor adjustments to them independently.

 

3) You mean the nipple itself? Or perhaps that small impression of the milk duct? Cuz some women with largish nipples do tend to have a slight dimple in the centre of the nipple where the milk duct exits. Not all women have this, but some do (and that this even matters, but I do find this tiny feature quite arousing). Like Aria Giovanni. I know hers aren't even close to the same as my texture, but she does have those tiny dimples in the centre of her nipples.

 

The whole thing, it looks like the whole area is out of scale with everything else. The shape is just fine, it's the color and scale that look wrong.

 

Perhaps what I should do is alter the colour of the texture as a whole first BEFORE I do any shadowing. The original tex isn't even close the original colours of the stock skin texs. OR, perhaps, just maybe, it might be my use of GIMP. I don't know. But I'll take your advice one this one.

 

Yes, that's exactly what you should do. Do the base color first, then details, then shadows. And remember, layers are your friend. Keep everything on its own layer, and you can adjust one thing without having to repaint the whole texture.

 

DOOM 3 stuff

 

I think you're missing the point here. The issue isn't the bump mapping type, it's the multiplier on that bump map. It's a very common flaw, you have this new shader/material/whatever and you want the world to know it. So you spike the multiplier to unrealistic values to make sure everyone notices it. It's like Oblivion and the laughably bad lighting system, or how half the surfaces look like wet plastic. Someone got a little too excited about the new shaders and forgot that these things are supposed to be subtle.

 

Look at your own skin if you don't believe me. Take a look at the depth of any surface roughness compared to the surface area. Notice that there's barely any change. In a game like Oblivion, it really shouldn't even be visible. We're talking about something so subtle that you won't see any real difference between bump and no bump without a high-end raytracer instead of realtime rendering.

 

It's especially a problem if you aren't using very high-resolution textures, for two reasons:

 

1) Your maps are going to look pixelated. Instead of smooth variations, you have the golf ball effect.

 

2) The bumps we're talking about are very small in size. Your pixel size isn't anywhere near small enough to do them properly, so the bumps you do get are going to look too big relative to the rest of the body.

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The process is exactly the same. It doesn't matter what application you create your grayscale map in, the final result is all that matters. Unless the GIMP is worthless on the level of MS Paint, you can do all this stuff just fine.

 

Oh, the multiplier thing should be in the modeling software, not the 2d paint program (or in whatever texture replacer thing you use). It should be something like "RobB_newtexture_bump.dds [-.01]", with the ability to change that value.

Well, I did the grayscale thing, but it NEVER ends up how I want it to. Either it's too sharp, or not sharp enough. Maybe I'm doing something wrong, but I've never actually really tried to figure it out (just goes to show how amateurish I am).

 

And the multiplier thing, I don't quite follow you. What modelling software? If you mean NifSkope, there's nothing like what you described that I've come across in that handy program. The only time I use NifSkope if I need to change the name of the texture the NIF actually points to (amongst other things).

 

Ctrl+C, Ctrl+V, rename. Copy your file, rename it for every race. Now with near-zero extra work, you have different textures for each race, and can make minor adjustments to them independently.

Well, just to lay things to rest, it's more of a hassle than you think. Most people can d/l things of 10MB or more with no problem, thnx in part to high-speed internet. But I don't have that luxery. Like I mentioned earlier, I'm still on DIAL-UP :ohmy: . I won't be going wireless anytime soon either (that's a whole other dilema tho). So when I tell you I had to go the route I've gone, it's because of my internet connection. I tie up the phone-line everytime I reply on this forum.

 

It has nothing to do with being lazy about doing this little bit of extra work. It's all about RESOURCE MANAGEMENT. I'm kinda starting to understand why game devs give us cheap looking textures in the first place. I don't think you completely catch what I'm trying to tell you, but the kind of realism you're asking me to emulate CAN'T be done by me. Not to get sharky or anything, but if you want that kind of realism, I'd be more than happy to let you fiddle around my textures. I understand that realism is something that many strive to recreate in the game world, but sometimes, you HAVE to sacrifice it in order to maintain minimal resource consumption. It's a delicate balance as I said before.

 

The whole thing, it looks like the whole area is out of scale with everything else. The shape is just fine, it's the color and scale that look wrong.

I can't get the scale down any further, cause the original image I used was quite large to begin with (which BTW is the best I have on hand; I'm not spending my time looking for the "proper" one either). And if I mess with it further to make sure the scale is just so, it wouldn't be much of a texture to look at, thereby defeating the purpose of realism altogether. Besides, the actual mesh as you can see has rather large nipples anyway.

 

The white dots on her lower back are also another artifact of Oblivion's poorly designed lighting system. See, the light in Oblivion shows where the sunlight hits, in this case, the indentations on the mesh itself. This is something I find different on Corwyn's meshes, and if you look at the lower back of some women, they would also have these dimples, tho the lighting in Oblivion is poorly designed as I said.

I also should mention about this pic is that it was the angle of sunlight and the position of my character that made these things show up. Normally they shouldn't even be noticable, as you can plainly see in the other two pics before it.

 

DOOM 3 stuff

Well, I'll never agree with you, so let's just agree to disagree, alright?

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