Leubast Posted September 14, 2015 Share Posted September 14, 2015 Light covering more than heavy is odd.Guard looks great!Your Dwemer covers a lot less than mine, lol.I like them, though. I'll work more on mine this weekend. This week I want to focus on playing Vindictus, lol. Link to comment Share on other sites More sharing options...
megapolom Posted September 14, 2015 Share Posted September 14, 2015 Steel plate done!Hopefully tomorrow I'll finish another 3-4 pieces, so if everything goes acording to plan, scrivener07 can put the first half into game the day after :D http://i.imgur.com/2pMAw2r.jpg Link to comment Share on other sites More sharing options...
megapolom Posted September 14, 2015 Share Posted September 14, 2015 Light covering more than heavy is odd. Guard looks great!Your Dwemer covers a lot less than mine, lol.I like them, though. I'll work more on mine this weekend. This week I want to focus on playing Vindictus, lol. I know. Probably the best option is to just switch them and problem solved :tongue:As far as dwemer helmet goes, now that I look at it I guess the fov is pretty high for heavy armour. It's because for the basic shape I just flipped the guard helmet vertically (lazy I know :facepalm: ). Will redo it in the near future. For now the priority is to cover all vanilla+dlc helmets. Have fun playing :smile:I didn't play anything for a whole week witch is a LOT. Having to much fun in Photoshop :D Link to comment Share on other sites More sharing options...
Leubast Posted September 15, 2015 Share Posted September 15, 2015 Light covering more than heavy is odd. Guard looks great!Your Dwemer covers a lot less than mine, lol.I like them, though. I'll work more on mine this weekend. This week I want to focus on playing Vindictus, lol. I know. Probably the best option is to just switch them and problem solved :tongue:As far as dwemer helmet goes, now that I look at it I guess the fov is pretty high for heavy armour. It's because for the basic shape I just flipped the guard helmet vertically (lazy I know :facepalm: ). Will redo it in the near future. For now the priority is to cover all vanilla+dlc helmets. Have fun playing :smile:I didn't play anything for a whole week witch is a LOT. Having to much fun in Photoshop :D Shortcuts arn't that bad as long as they're not noticed. All game devs and many artists do so. @Bold: I know that feeling. I did 6 helms in one day because they were so much fun. Link to comment Share on other sites More sharing options...
megapolom Posted September 15, 2015 Share Posted September 15, 2015 (edited) So far so good... I think :tongue:Another update. Been working. Too much. Need to take a break... Ironhttp://i.imgur.com/UEbksUy.jpgAncient nordichttp://i.imgur.com/9jfa3HF.jpgImperial officerhttp://i.imgur.com/75VaDkX.jpgImperial heavyhttp://i.imgur.com/UrtKREx.jpg ...will be back in an hour or something :smile: Edit: Back with more Imperialhttp://i.imgur.com/y3ZDbut.jpgImperial lighthttp://i.imgur.com/fuFVahr.jpg Edited September 15, 2015 by megapolom Link to comment Share on other sites More sharing options...
Leubast Posted September 15, 2015 Share Posted September 15, 2015 Looking good. You only have a few more helms to do, right? The high level ones. Ebony, Deadric, Glass, Elven, Dragon. Link to comment Share on other sites More sharing options...
scrivener07 Posted September 15, 2015 Author Share Posted September 15, 2015 Awesome work guys. Im so glad you artists are supporting this project. You really have the majority of vanilla armors done?! More screenshots! Changes are coming with 1.4e. The new version does not load swf files anymore. For now on do the same thing with regular '.dds' texture files. Much easier than embedding images in swf in my opinion.In the future I may restore the ability to load an overlay as a swf file but for now Im trying to keep my code simple. This new format also greatly reduces the barrier to entry, so more variety for everyone! Version 1.4e will also bring the animated overlays featured in the demo video :cool: This new version will still be experimental. Link to comment Share on other sites More sharing options...
Leubast Posted September 15, 2015 Share Posted September 15, 2015 With the animations, should we continue making the overlays 1920x1080 or will there be gaps as the overlays move? Link to comment Share on other sites More sharing options...
megapolom Posted September 15, 2015 Share Posted September 15, 2015 (edited) Looking good. You only have a few more helms to do, right? The high level ones. Ebony, Deadric, Glass, Elven, Dragon. 9 vanilla helmets (blades, daedric, dragonbone, dragonscale, ebony, elven, glass, orchish and stell horned - working on the last one as I type)5 dlc pieces (bonemold, Nordic carved, stalhrim light & heavy)So I hope I'll be done the day after tomorrow. Awesome work guys. Im so glad you artists are supporting this project. You really have the majority of vanilla armors done?! More screenshots! Changes are coming with 1.4e. The new version does not load swf files anymore. For now on do the same thing with regular '.dds' texture files. Much easier than embedding images in swf in my opinion.In the future I may restore the ability to load an overlay as a swf file but for now Im trying to keep my code simple. This new format also greatly reduces the barrier to entry, so more variety for everyone! Version 1.4e will also bring the animated overlays featured in the demo video :cool: This new version will still be experimental. Hey, you're the code guy so...whatever you say :thumbsup: (I really hope hat didn't sound sarcastic :tongue:)If I got that correctly I just need to save under .dds instead of .png? Because if that's the case, that's easier done than said :happy: Edit: Oh yea I forgot :tongue: Leatherhttp://i.imgur.com/RFDdkMA.jpg Steelhttp://i.imgur.com/nVoQ08r.jpg Is the leather too narrow or...whatever? Might make it wider. Tell me what you think. Edited September 15, 2015 by megapolom Link to comment Share on other sites More sharing options...
megapolom Posted September 15, 2015 Share Posted September 15, 2015 (edited) OK need to ask a question about .dds :tongue:Do I need to generate MIP maps and alpha channelAlso DXT1 or DXT5? And would I be correct in assuming these textures will not be reacting to light sources in the future? Edit: Did some testing. Is it ok if I save dds file as DXT3 with explicit alpha for transparency with MIP maps generation?Also what would be the easiest way to send you the textures (they need to contain alpha for transparency)? Edited September 15, 2015 by megapolom Link to comment Share on other sites More sharing options...
Recommended Posts