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New Texture mod WIP


xander2077

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ok i figured out hwat i did, i gave the wrong name to the 1st person gloves, and it looks like they both share the same structure, so probably wont hurt to just make a clone and name it differently. but i also have to make a ground mesh and some icons as well, so i need to do those and then send you the rest.

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oblivion styled dwemer helm as optional.

 

http://i.share.pho.to/f5952aa1_o.png

 

the cool thing is i just figured out that using vertex paint, you can use fake ambient occlusion to bake the shadows in even more than just using the textures. so i was able to fix a few odd spots and make the details pop a bit more here.

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ok, finally done with the legacy version (more like what morrowind helmet was supposed to resemble before they got goofy) and it even has details on the back. something i could not quite get put on the other two right, but oh well. the other two look fine as they are. til i decide to mess with those later i guess.

 

so we will call this the legacy or garden gnome helmet. and i am almost tempted to make a garden gnome version of it just to satify anyone who want to live out their weird playing style and colovian helms just wont do the trick.

 

http://i.share.pho.to/592dbf29_o.png

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all three for comparison. still may need some attention on textures for the middle one, but the rest of them are good except maybe a little adjustment to the vertex painting in a few spots. that is an easy fix though.

 

http://i.share.pho.to/9a34af5c_o.png

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me too. i almost hate to replace it for play testing, because if im not careful, i could overwrite it on accident and lose it completely. almost did that yesterday and had to dig it out of my data files to fix my goof up. so here shortly i will build the holding folders for the zip as a backup.

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ok, i worked on the unwrap last night but i was so tired i did not get any further. and i am having a problem with the textures and other things. what is going on is when nifscripts imports the meshes, it separates them into two groups based on material, and since the materials have different names (ie right hand and left hand) even being the same axeact properties, nifscripts uses this to determine groups, while morrowind interprets them as the same group, so until i learned this i assumed i had to do some weird things to get the textures working right in nifskope. nifskope on the other hand does not separate the UVs into two different textures for the nif, it tries to use one texture for both uV groups, so i have to figure out how to group the gloves together so they share a texture without destroying the vertex groups and animation. this is a lot easier sounding than it really is. normally i would group everything together with the join command in blender, but until i test it out there is no way to know for sure, and that may actually set me back a bit.

 

anyway, because of the weird way blender handles the textures compared to nifskope and morrowind, that is one issue, but the other is old blender will not pack the textures correctly every time. i think it realizes that both gloves should be on the same dds, but instead of packing the textures to fill the surface, it leaves room for the other glove, however when i unwrap the other glove, it also leaves room for the other glove but overlaps the other glove layout so they wont fit together nicely on the same sheet. so to fix this i tried merging the textures, and it all went on to one sheet that way, but the texture ended up being stretched and warped to fit into a standard image size, think of it like taking two 1024 textures and stretching them wide to stack in a 2048 space... stupid looking. i get mixed results with textures when i unwrap in blender for each nif. sometimes the sheet is filled nicely, and other times there are so many gaps it is ridiculous, and the object of packing the UVs is to fill the space entirely as tightly as possible to get the best possible resolution out of the texture, otherwise it forces you to make a huge texture and grainy results. now since i cant seem to get them to unwrap and pack correctly, (it wants to but it wont for some reason) that is another issue.

 

hopefully i can figure these out so i get better results. it may be that i have to rely on someone else to pack the textures over for me so the layout is more efficient. that may not happen for a while, or i may figure out a workaround and get it right. but that also means that all my textures will need to be done over. even still if i have to do it that way, and do them over, i think by now i have a decent formula for them that works, and have done it enough now that i can remember how to do them the same over and over and in the same order of steps.

 

but this is what i am running into with the textures on the gloves. and it is similar but not so bad on the armor. those did not really unwrap to my satisfaction either, but they just barely pass as acceptable, so for now i think i should leave those alone, until later.

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