[RELWIP] Armoury of Tamriel, Thread 6

Post » Sun May 20, 2012 2:08 pm

I think I'm going to have to quit being a perfectionist and just go through and get this done with what textures I already have.
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Charleigh Anderson
 
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Post » Sun May 20, 2012 3:46 pm

It's easy to get hung up working on one texture. You have what, over a hundred?
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lacy lake
 
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Post » Sun May 20, 2012 8:30 am

900 Textures. Excluding normal maps and environment maps. 914 Meshes. I paint the textures with 68 different patterns I made, plus make unique patterns for unique weapons.
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JeSsy ArEllano
 
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Post » Sun May 20, 2012 1:58 pm

Well then, I take it I'll have plenty of time to finish up more meshes before I hand the whole bunch over :P
On the subject of Bastard Swords, would you guys like longer versions of the ones we have in game? or should I try creating new meshes based on the style of the vanilla swords?
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Betsy Humpledink
 
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Post » Sun May 20, 2012 2:56 am

Well then, I take it I'll have plenty of time to finish up more meshes before I hand the whole bunch over :tongue:
On the subject of Bastard Swords, would you guys like longer versions of the ones we have in game? or should I try creating new meshes based on the style of the vanilla swords?
New meshes!! :D Though if you don't actually want to do that edited existing meshes are cool too. :P
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Svenja Hedrich
 
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Post » Sun May 20, 2012 1:37 pm

I think edited meshes would blend-in best.
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Christine
 
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Post » Sun May 20, 2012 1:04 pm

Alright. I think I'll do some modified meshes starting next week. This week's been ridiculously busy(haven't even had the time to get Sunder done :cryvaultboy: )
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Vicki Blondie
 
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Post » Sun May 20, 2012 1:43 pm

Alright. I think I'll do some modified meshes starting next week. This week's been ridiculously busy(haven't even had the time to get Sunder done :cryvaultboy: )
You could probably even make Sunder by editing the Dwemer Warhammer mesh to use a shorter handle.
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Kristina Campbell
 
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Post » Sun May 20, 2012 10:14 am

Ok. Attention everyone:
This is the last chance for material texture changes. So I need all of your feedback now.
http://www.skyrimnexus.com/downloads/images/2933-1-1326472400.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1326474144.jpg
http://www.skyrimnexus.com/downloads/images/2933-1-1326475066.jpg
This is my candidate for a final collection of material textures.

I need to know what you think of all of the material textures as they are. Once I start (again) there's going to be no going back.
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emma sweeney
 
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Post » Sun May 20, 2012 6:17 am

So, I'm noticing on some of the materials (e.g. glass) that the texture fades to a white cutting edge... I'm not sure it would look better if it there were no gradient at all, but the white bothers me. I'd like it more if it were still very much whatever material the weapon is made of.

Also, I feel like the "colored" materials (orichalcum, glass, ebony, daedric... even dwemer maybe) could stand to be darker or more saturated or both.

[EDIT] From those pics, the Breton longswords look really good as far as saturation goes... I think the colored materials could still be a bit darker (sans dwemer, the dwemer looks great), and the nordic and altmer longswords should emulate the breton swords in terms of coloration. My first comments re: the white edges still stand.
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Alex [AK]
 
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Post » Sun May 20, 2012 2:14 pm

----------------------------------------------------------------
Armoury of Tamriel, 0.5.3 UPLOADED!

All varieties of:
-Orcish Scimitar
-Akaviri Katana
-Breton Longsword
-Dunmeri Talwar
-Ornate Leafblade
-Redguard Cutlass
-Altmeri Leafblade
added to crafting!
That's 99 new crafting recipes already in-game!!!

Other minor, numerous and various tweaks here and there throughout. Bugfixes, description changes and such.
----------------------------------------------------------------
So, I'm noticing on some of the materials (e.g. glass) that the texture fades to a white cutting edge... I'm not sure it would look better if it there were no gradient at all, but the white bothers me. I'd like it more if it were still very much whatever material the weapon is made of.

Also, I feel like the "colored" materials (orichalcum, glass, ebony, daedric... even dwemer maybe) could stand to be darker or more saturated or both.

[EDIT] From those pics, the Breton longswords look really good as far as saturation goes... I think the colored materials could still be a bit darker (sans dwemer, the dwemer looks great), and the nordic and altmer longswords should emulate the breton swords in terms of coloration. My first comments re: the white edges still stand.

You're not understanding the lighting in the screenshots. The white edges are due to the game's lighting. If the texture was nothing but entirely pure blackness the edges would still turn white under those lighting conditions. Try any weapon whether it be vanilla or a fan-made weapon and rotate it to the same angle I have rotated mine and there will be white edges.

There is no gradient used in any of these. It's literally a flat texture material being painted over a grey-scale version of the Bethesda texture. I've made sure there are no spots of white on the grey-scale images. Spots of white or near white do not display material painted over them.

Oddly enough there's absolutely nothing different about the materials used on the Breton longsword compared to the other models. The variation you're seeing is caused by in-game lighting because the Breton longsword is upside-down compared to the other swords.
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mimi_lys
 
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Post » Sun May 20, 2012 4:39 am

Oh, I just spawned some nordic swords in-game and I see what you mean.

Have you tried playing with the specular colors at all?
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Roy Harris
 
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Post » Sun May 20, 2012 9:46 am

Oh, I just spawned some nordic swords in-game and I see what you mean.

Have you tried playing with the specular colors at all?

The environment maps? I have, but I haven't been able to improve the vanilla ones. They're most suitable for a wide range of lighting situations. If I darken them to prevent ever white-edging they won't even white-edge but they will be flat & dull in anything less than direct sunlight.

What I am working to perfect right now are the material textures. Specular maps can be dealt with later on. How about the material textures themselves?
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Cheville Thompson
 
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Post » Sun May 20, 2012 11:06 am

The environment maps? I have, but I haven't been able to improve the vanilla ones. They're most suitable for a wide range of lighting situations.

No, there's a property in the .nif for specular color... the normal map's alpha channel determines where it shines, the .nif value determines what color it shines. Vanilla glass swords shine green, for example.
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Sunny Under
 
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Post » Sun May 20, 2012 4:30 am

No, there's a property in the .nif for specular color... the normal map's alpha channel determines where it shines, the .nif value determines what color it shines. Vanilla glass swords shine green, for example.

I haven't been able to figure that out yet. Right now the meshes are all using their vanilla specular values.
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Melung Chan
 
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Post » Sun May 20, 2012 11:07 am

Glass altmer longsword example: http://i.imgur.com/CrbxA.png

Click the little color wheel icon and it'll let you select the color on the color wheel... double-click the hex string and it'll let you input RGB values. The specular strength value is, you know, the strength of the effect :P
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Tamara Dost
 
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Post » Sun May 20, 2012 11:29 am

How about them materials?
http://static.skyrimnexus.com/downloads/images/2933-1-1326479119.jpg
http://static.skyrimnexus.com/downloads/images/2933-1-1326478359.jpg
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Laurenn Doylee
 
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Post » Sun May 20, 2012 4:27 pm

Glass altmer longsword example: http://i.imgur.com/CrbxA.png

Click the little color wheel icon and it'll let you select the color on the color wheel... double-click the hex string and it'll let you input RGB values. The specular strength value is, you know, the strength of the effect :tongue:

What version of Nifskope do you have, and where did you get it? My Nifskope doesn't display the same lines as yours, even when looking at the same mesh. That would explain why I've never figured it out before. I don't have colour wheel icons anywhere.
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Wanda Maximoff
 
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Post » Sun May 20, 2012 4:05 am

http://sourceforge.net/projects/niftools/files/nifskope/1.1.0/nifskope-1.1.0-rc4-i686-w32.7z/download.

And the basic longswords and katanas look great! :goodjob:
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Chantel Hopkin
 
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Post » Sun May 20, 2012 3:35 pm

Two more examples:
http://www.skyrimnexus.com/downloads/images/2933-1-1326485572.jpg
http://www.skyrimnexus.com/downloads/images/2933-2-1326483477.jpg
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Star Dunkels Macmillan
 
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Post » Sun May 20, 2012 8:37 am

I think they all look pretty good Baratan. Sorry I can't help you narrow things down.
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Lily
 
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Post » Sun May 20, 2012 5:51 am

I love the talwars, but I'd like to see a little more color in the dwemer and silver ones... some purple in the dwemer and blue in the silver, like the accents on other varieties in those materials.
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Avril Louise
 
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Post » Sun May 20, 2012 3:08 pm

http://sourceforge.net/projects/niftools/files/nifskope/1.1.0/nifskope-1.1.0-rc4-i686-w32.7z/download.

And the basic longswords and katanas look great! :goodjob:
Oh boy. That just opened up another can of time-sink.

I love the talwars, but I'd like to see a little more color in the dwemer and silver ones... some purple in the dwemer and blue in the silver, like the accents on other varieties in those materials.
I could... Should I just make the handle purple even though it's clearly metallic?
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Michael Russ
 
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Post » Sun May 20, 2012 8:15 am


I could... Should I just make the handle purple even though it's clearly metallic?

I actually had the thought of maybe adding a leather grip or wev to the texture, but I'm not sure you'd want to go to the trouble.

It'd be easy enough to justify just adding coloration by calling it paint.
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Poetic Vice
 
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Post » Sun May 20, 2012 3:20 am

http://www.skyrimnexus.com/downloads/images/2933-1-1326485572.jpg
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Emmanuel Morales
 
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