AaGeOn's HQ Texture Pack - WiP -

Post » Wed May 16, 2012 11:24 pm

OH! i get it now! the snow it self is a separate texture that overlays on the trunk?

Yup.

The shader does use the normal of the texture it overlays, however, and being white that makes bad normals stand out like festering sores.

Which is why much of skyrim looks rather bad when snowed over, the low res and compression artefacts really stand out then.

^ this :)
In my opinion I think the snow on my trunk/tree textures look good :)
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Joe Bonney
 
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Post » Thu May 17, 2012 7:31 am

Best work I've ever seen. The only texture mod that manages to look less flat. Say what you want about the resolution, but Bethesda usually manage to give depth to their textures far better than those authors that use a hi res photo of very 3d things like tall grass. Those look pain awful imho and was even worse when they were doing it before we had normal maps. That shot with the fallen leaves under the tree especially highlights your skill at doing this. Wish the leaves + footsteps weren't painted on though.

I think I might wait till you're finished to start playing.
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Evaa
 
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Post » Wed May 16, 2012 9:55 pm

would it actually be possible to implement dx11 features like tesselation in skyrim, once the creation kit is released?
Nope.
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Silencio
 
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Post » Thu May 17, 2012 5:46 am

More excellent screenshots xD I love the new snow textures, they're kept subtle, but look better, even the road snow. A desolate road in skyrim will look more like your version than vanillas imo so i like the change.

Cant wait to see more, keep up the good work!!
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Amiee Kent
 
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Post » Thu May 17, 2012 5:38 am

21/11 Update 2-3 :
http://i148.photobucket.com/albums/s5/AaGeOn/snowtest1.jpg
http://i148.photobucket.com/albums/s5/AaGeOn/snowtest2.jpg --> I didn't like the original at all, so it's a bit different. :)
http://i148.photobucket.com/albums/s5/AaGeOn/snowtest3tree.jpg

This took me a whole day to make, damn. :P

All of those look great! The road makes much more sense (the old texture has too much traffic going through it, looks weird), and the trunk is a million times better, especially with the snow on top.
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Liv Brown
 
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Post » Thu May 17, 2012 12:11 am

http://i148.photobucket.com/albums/s5/AaGeOn/snowtest3tree.jpg
This took me a whole day to make, damn. :P
:drool:

So yeah. I'll be downloading this the day it releases now. To be honest, I was a bit wary because of the very vanilla looking way of the textures (in terms of style), but that pic right there is enough to convince me.

would it actually be possible to implement dx11 features like tesselation in skyrim, once the creation kit is released?
Contrary to what Todd Howard said (shocking, I know), the game does not utilize DX11 in any shape or form. There are libraries for DX10, but even they are not utilized to my knowledge, as the game is full DX9.

Maybe SKGE (it it exists at some point) might be able to do to Skyrim what MGE did to Morrowind (basically change it from a DX8 game to a sort of DX9 game), but even then you'd have to consider the nightmare of creating tessellation maps for each texture that almost every texture modder (who would wish there textures to be compatible) would have to do. And as far as I know, creating a tessellation map is more complicated than creating a standard normal map.
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.X chantelle .x Smith
 
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Post » Wed May 16, 2012 8:06 pm

Why are all the footprints going the wrong way on the road snow? D: Are people strafing sideways down the road? WHAT IS GOING ON?
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TASTY TRACY
 
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Post » Thu May 17, 2012 12:04 am

Why are all the footprints going the wrong way on the road snow? D: Are people strafing sideways down the road? WHAT IS GOING ON?

It's a universally used road texture, so it will always look weird in some angles. You can see farther back as the road turns that the footprints make more sense. That's just one point where the road turns in such a way that the footprints look out of place.
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Carlitos Avila
 
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Post » Thu May 17, 2012 10:45 am

Oh god that's going to annoy me. Couldn't it be made so that there are some footprints going one direction and others going other ways, so no matter which way the road is going at least some people were walking the right way?...
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Noraima Vega
 
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Post » Thu May 17, 2012 10:27 am

Contrary to what Todd Howard said (shocking, I know), the game does not utilize DX11 in any shape or form. There are libraries for DX10, but even they are not utilized to my knowledge, as the game is full DX9.

Maybe SKGE (it it exists at some point) might be able to do to Skyrim what MGE did to Morrowind (basically change it from a DX8 game to a sort of DX9 game),
Well there is an ini setting to allow 3.0 shaders so i reckon all we would need is the shaders. So it would be from DX 9 to Dx10 but not DX11. DX11 users still benefit a great deal though because they can render DX9 much more efficiently but i doubt DX11 hardware features such as tessellation will ever be added to Skyrim.
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Naomi Ward
 
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Post » Thu May 17, 2012 6:12 am

new ash pile texture please! Im tired of the fallout ash pile texture!
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Verity Hurding
 
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Post » Wed May 16, 2012 8:17 pm

Well there is an ini setting to allow 3.0 shaders so i reckon all we would need is the shaders. So it would be from DX 9 to Dx10 but not DX11. DX11 users still benefit a great deal though because they can render DX9 much more efficiently but i doubt DX11 hardware features such as tessellation will ever be added to Skyrim.
3.0 shaders work on DX9 too, and that ini setting has been around since Oblivion and doesn't really work to my knowledge. Well, not unless you do some renaming and replacing of the shader packs.

But yes, I doubt we'll be getting support for things like tessellation, if we even find out how to implement a basic form of DX11 at all.
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James Wilson
 
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Post » Thu May 17, 2012 5:23 am

Well there is an ini setting to allow 3.0 shaders so i reckon all we would need is the shaders.

DX10 is Shader Model 4.0.
DX11 is Shader Model 5.0.
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J.P loves
 
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Post » Thu May 17, 2012 5:41 am

Thanks for all the comments guys :) More screens later on ;)
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Mariana
 
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Post » Wed May 16, 2012 8:56 pm

Well I have no screens yet for today, I'll post some tomorrow :)
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Tarka
 
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Post » Wed May 16, 2012 9:15 pm

Might as well make a new thread for that, this one's about to get locked. :tongue:
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Nick Pryce
 
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Post » Wed May 16, 2012 10:16 pm

Wow, I love this

Finally a texture artist with some actual skill making higher resolution textures, instead of just some guy who just learned photoshop last week upscaling everything then addening a sharpen filter :P
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Stefanny Cardona
 
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Post » Wed May 16, 2012 7:41 pm

http://i148.photobucket.com/albums/s5/AaGeOn/snowtest3tree.jpg

No offense, but I personally think Bethesda's version looks better -- more realistic, but maybe that's just me... :confused:

Maybe it should look a bit closer to this?

http://www.flickr.com/photos/sauceyjack/5289049870/
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Tom Flanagan
 
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Post » Wed May 16, 2012 7:39 pm

very nice work
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Tanya Parra
 
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Post » Wed May 16, 2012 9:41 pm

No offense, but I personally think Bethesda's version looks better -- more realistic, but maybe that's just me... :confused:

Maybe it should look a bit closer to this?

http://www.flickr.com/photos/sauceyjack/5289049870/

It uses the same texture for the "less thick" trees and those look nicer than the original. (more realistic) :)
And it looks alot like this: http://www.frontiernet.net/~indiancreek/Bluebells/Broken%20Tree%20600X445.jpg
So I'm happy with it. There will always be something you don't like, so I can't please everyone :)
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Amy Cooper
 
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Post » Thu May 17, 2012 12:00 am

double post
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Harry Hearing
 
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Post » Wed May 16, 2012 10:28 pm

Might as well make a new thread for that, this one's about to get locked. :tongue:

Why would it get locked? ^^
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kirsty williams
 
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Post » Thu May 17, 2012 10:07 am

Post limit.
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lucile
 
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Post » Thu May 17, 2012 10:11 am

Post limit.

Ah. roger that .:)
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Alyce Argabright
 
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Post » Thu May 17, 2012 4:51 am

Part 2 : http://www.gamesas.com/index.php?/topic/1286852-aageons-hq-texture-pack-wip-part-2/
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Monika Fiolek
 
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