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/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.


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#2751
Dead_Meat357

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PolBear wrote...

Is there a female version of the N7 Defender armor somewhere ? The male version is awesome, would like one for my femshep as well. Oh, and thanks for all the terrific work ;D


No sir. I haven't done the female version yet. It's one of the armors that just isn't compatible with both I'm afraid. In fact the textures are quite different. I do plan on a FemShep version, but dear god it's going to take awhile. It's not an easy texture to work with.

And as promised: The Terminus Armor.

Terminus Armor
Posted Image
Posted Image
Posted Image

Terminus Armor v1.0

#2752
HellBovine

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Excellent work on the Terminus armor.

Out of curiosity, Could this armor be converted for ME2?

#2753
Dead_Meat357

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HellBovine wrote...

Excellent work on the Terminus armor.

Out of curiosity, Could this armor be converted for ME2?


Yes. Both it and my Collector Armor could be adapted for ME2. Any weapons I've done which appear in both games can be as well. Unfortunately, I can't test the Terminus Armor in ME2 as I don't have it. I didn't preorder it through GameStop.

As I understand it there are some lighting differences in ME2 which may need to be addressed to make them work. So if their normal maps or specular light maps are different, I'll need someone else to pull the files through Texmod for me, and send them to me so that I can do it right. Most of the Terminus issues poor appearance is due to the pitiful normal map it uses. It's stock normal map is 128x128! WTF BioWare?

Modifié par Dead_Meat357, 30 août 2012 - 06:21 .


#2754
Don_Esteban

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wow, looks really amazing.
Wish i can do that as well as you and had the time to do it, too.
Any plans about remaking Reckoner Knight armor m/w in near future?

#2755
Dead_Meat357

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Don_Esteban wrote...

wow, looks really amazing.
Wish i can do that as well as you and had the time to do it, too.
Any plans about remaking Reckoner Knight armor m/w in near future?


Not specifically, but in general I planned to do all Shepard's single player armors. And I didn't know anyone used the Reckoner Knight armor. (I do have it BTW, so I can do it.)

So far I've done:

N7 Defender (Male only)
Collector Armor (Works on both male and female Shepard)
Blood Dragon Armor (Tested with male, not female.)
Terminus Armor (Tested with male, will validate for FemShep tonight.)

The next one I'll likely do will be the inferno armor. I still need to take on the armor pieces as well.

Modifié par Dead_Meat357, 30 août 2012 - 11:35 .


#2756
Xaijin

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Grissom007 wrote...

Okay, did I miss something? What's this thing about editing the Coalesced to 4096 Texture Resolution? Is this something just for adding the Textures via that ME3 Coalesced Editor or is it something to do with adding them via TexMod as well?


It has do with both. Not allowing it autodownsizes the textures, which affect quality; and it also affects light and bumpmapsm which drastically affects cutscenes and multipass shadowing.

#2757
Dead_Meat357

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Damn. The Terminus Armor mod doesn't work on FemShep. So I'll have to do a separate version for FemShep's armor. So far the Collector Armor is the only one that works for both.

Modifié par Dead_Meat357, 31 août 2012 - 02:07 .


#2758
Shpashe Moween

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Dead_Meat357 wrote...

...I planned to do all Shepard's single player armors. And I didn't know anyone used the Reckoner Knight armor. (I do have it BTW, so I can do it.)

So far I've done:

N7 Defender (Male only)
Collector Armor (Works on both male and female Shepard)
Blood Dragon Armor (Tested with male, not female.)
Terminus Armor (Tested with male, will validate for FemShep tonight.)

The next one I'll likely do will be the inferno armor. I still need to take on the armor pieces as well.


Terminus armor looks great in-game. Thanks for working on it.
As a request for inferno armor, would you be able to release a high res version with N7 coloring? Similar to what's shone at 1:22 in the Earth DLC trailer: 

#2759
Dead_Meat357

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Sadly, probably not. Though I won't know for certain until I get into the actual texture and start working with it. The fact of the matter is that changing the color of the textures is harder than people think it might be most of the time. It's one thing if you can highlight a piece of the texture and adjust the hue and saturation to change it, and another thing if you can't simply do that. It really just depends on the texture.

I'll keep it in mind while I'm working on it and if the texture behaves well with regard to changing certain parts of it to different colors, then yeah, it won't be a problem. If it doesn't want to cooperate, then I won't be as likely to do so. I tend to concentrate my efforts on making mods that keep with the spirit, and what I believe to be the original intended look of the object, but with higher quality than what we got. I don't always succeed in matching the original vision I'm sure, but I try to get as close as I can with what we have to work with.

I rarely take a whole lot of artistic liberty with anything. When I do it's usually very subtle. Things like the compound eyes in the Collector Armor or the carbon fiber pattern on Liara's alternate outfit. That's about as artistic as I get normally.

And I'd love to do all the requests for things people want. Unfortunately I don't have as much free time to work on this stuff as I did when I started modding these textures. If you'll notice, my mod output has dropped from several a week to one a week or less.

Now, I may at least darken the Inferno Armor so it isn't quite so "bright". I don't know. I'll do some tests in-game and see what looks best. I don't want to stray too far from the original color scheme.

Modifié par Dead_Meat357, 31 août 2012 - 02:29 .


#2760
Fredy AG

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 ///

Hello :D

I think I've discovered the problem before prevented me add better relief files to the MODs (problems with the output format, fixed with another software).  


My idea is to correcting all those armor having sawtooth product relief files by default, such as this:

Posted Image


I'm very happy with this discovery (is new for me), I hope over the next week to have all files with new enhanced relief files.

I think once I have them all ready, I will include all at once in the Post.

Salu2. ;)

//////

#2761
Dead_Meat357

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Sounds good. Once I figured out how to do the normal maps, it was like all the old mods were new again. The problem is that the default normal maps will have all the wrong details for any mods we've made and then you've got to combine that with the fact that the default normal maps are pathetically low resolution. The Terminus Armor is the worst armor I've seen in game to date for that. It had a 128x128 normal map for a 1024x1024 texture.

And some of the textures store the reflective properties in the normal map rather than the specular light map. In fact the Terminus Armor is one such file. My specular light map has ZERO reflectivity to it yet the new version of the armor has about the same reflectiveness as the original texture. That's all in the normal map.

#2762
Fredy AG

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 ///

I hope not to run into many difficulties. :P

Firstly, I will try to do a resizing of the original file and then automatically scans eliminating imperfections. If that does not work, I will seek some new relief program.
I think I'll now test the multiplayer Destroyer, he has some saw teeth on the relief file. 

Saludos.

//////

#2763
Dead_Meat357

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smarteck wrote...

 ///

I hope not to run into many difficulties. :P

Firstly, I will try to do a resizing of the original file and then automatically scans eliminating imperfections. If that does not work, I will seek some new relief program.
I think I'll now test the multiplayer Destroyer, he has some saw teeth on the relief file. 

Saludos.

//////


Unfortunately resizing of the original file will create a lot of problems. For whatever reason this breaks the normal map and you get odd lighting behavior. Resizing the normal map, even if it did work right as it overlays the original texture details over the new textures. This creates a mismatch and you have shading and reflections for things that either aren't on your texture or were changed.

#2764
N7 Lisbeth

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@Smarteck

This has probably been mentioned already, but it's hard to tell without dates on individual entries on the first post (and given the 111 pages of replies). Just in case it hasn't though:

The high resolution Turian armour texture's lights are extremely flat, like they're painted lines/racing stripes instead of lights as intended. It's very jarring in its paintbrushed appearance, on the otherwise very nicely re-textured armour. I'd also say the black is a bit too deep, as it tends to create a blackhole where their body is in the places its utilised (on the Citadel in the Holding Docks area). You basically can't see any detail on the armour because they're pitch black, shadowed in black. It's just not a good palette choice. :)

Screenshots below. (No screenshot of the black armour in shadows, but it's in several areas.)

Posted Image

Direct link for the high res image.

Modifié par N7 Lisbeth, 31 août 2012 - 06:11 .


#2765
Fredy AG

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N7 Lisbeth wrote...

@Smarteck

This has probably been mentioned already, but it's hard to tell without dates on individual entries on the first post (and given the 111 pages of replies). Just in case it hasn't though:

The high resolution Turian armour texture's lights are extremely flat, like they're painted lines/racing stripes instead of lights as intended. It's very jarring in its paintbrushed appearance, on the otherwise very nicely re-textured armour. I'd also say the black is a bit too deep, as it tends to create a blackhole where their body is in the places its utilised (on the Citadel in the Holding Docks area). You basically can't see any detail on the armour because they're pitch black, shadowed in black. It's just not a good palette choice. :)


I'll check. About the lights I already know how to fix it. Give me a week to try to sort out the relief files and I can update the post with all together.

Salu2. ;)

//////

#2766
Fredy AG

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 /// 

@Dead_Meat357, it worked!!! 

The resizing with automatic correction of imperfections, worked ... :D


Posted Image


Posted Image


But as you mention, if the process is performed with Photoshop, lighting errors occur, I use the Microsoft software and everything looks good now.

I will continue with more tests, if all goes well, will very quickly improve these MODs still have saws.


EDIT: I played a while with the new N7 Destroyer, and looks amazing :o.... Really, the relief file greatly improves the visual quality.


Salu2. ;)

//////

Modifié par smarteck, 31 août 2012 - 08:14 .


#2767
T0X

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I tried this on my ultrabook (that has a relatively powerful 620M) and it chopped my framerate at 1920x1080 (FullHD w/ AA) from ~42 to ~12. Nice mod, but I can't say I'll be getting much use out of it.

#2768
Fredy AG

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///

@T0X:

sorry to hear that, I have not yet tested the files on laptops. But try not to use the MOD Of illumination (FXAA TOOL), and reduces your AA method. That might help.

Salu2 ;-)

//////

#2769
Guiile_Sheppard

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smarteck, the relief discovery is about the tpf files on texmod ?

#2770
Dead_Meat357

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Guiile_Sheppard wrote...

smarteck, the relief discovery is about the tpf files on texmod ?


He's talking about the normal maps. He had trouble making them but it would apply to any texture mod for virtually any game. Well based on the Unreal Engine 3.0 anyway.

#2771
Dead_Meat357

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N7 Lisbeth wrote...

@Smarteck

This has probably been mentioned already, but it's hard to tell without dates on individual entries on the first post (and given the 111 pages of replies). Just in case it hasn't though:

The high resolution Turian armour texture's lights are extremely flat, like they're painted lines/racing stripes instead of lights as intended. It's very jarring in its paintbrushed appearance, on the otherwise very nicely re-textured armour. I'd also say the black is a bit too deep, as it tends to create a blackhole where their body is in the places its utilised (on the Citadel in the Holding Docks area). You basically can't see any detail on the armour because they're pitch black, shadowed in black. It's just not a good palette choice. :)

Screenshots below. (No screenshot of the black armour in shadows, but it's in several areas.)

Posted Image

Direct link for the high res image.


Only so much can be done to fix the lights on the armors because they aren't true light sources at all. They are little more than colors on the textures with a glow applied to them.

#2772
N7 Lisbeth

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Dead_Meat357 wrote...

Only so much can be done to fix the lights on the armors because they aren't true light sources at all. They are little more than colors on the textures with a glow applied to them.


It's not the glowing effect I was bringing attention to, rather the implementation of it. They need to be set in something, either recessed or raised, but in either case, properly edged or contained to give it the illusion that it's a light. The lack of hard edges gives it a soft airbrush feel, which is partly what we were trying to move away from with high resolution textures.

Modifié par N7 Lisbeth, 31 août 2012 - 04:13 .


#2773
Shpashe Moween

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Dead_Meat357 wrote...

Sadly, probably not. Though I won't know for certain until I get into the actual texture and start working with it. The fact of the matter is that changing the color of the textures is harder than people think it might be most of the time. It's one thing if you can highlight a piece of the texture and adjust the hue and saturation to change it, and another thing if you can't simply do that. It really just depends on the texture.

I'll keep it in mind while I'm working on it and if the texture behaves well with regard to changing certain parts of it to different colors, then yeah, it won't be a problem. If it doesn't want to cooperate, then I won't be as likely to do so. I tend to concentrate my efforts on making mods that keep with the spirit, and what I believe to be the original intended look of the object, but with higher quality than what we got. I don't always succeed in matching the original vision I'm sure, but I try to get as close as I can with what we have to work with.

I rarely take a whole lot of artistic liberty with anything. When I do it's usually very subtle. Things like the compound eyes in the Collector Armor or the carbon fiber pattern on Liara's alternate outfit. That's about as artistic as I get normally.

And I'd love to do all the requests for things people want. Unfortunately I don't have as much free time to work on this stuff as I did when I started modding these textures. If you'll notice, my mod output has dropped from several a week to one a week or less.

Now, I may at least darken the Inferno Armor so it isn't quite so "bright". I don't know. I'll do some tests in-game and see what looks best. I don't want to stray too far from the original color scheme.


Alright. Thanks for the reply. Glad to hear you'll at least look into it.

Modifié par Broey Moween, 31 août 2012 - 05:26 .


#2774
N7 Lisbeth

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Oh, that reminds me.

Re: high res Normandy SR2 (ME3) texture.

The blurred white squares on the side of the Normandy, in the low res in-game texture, are supposed to be windows. Not sure why that was translated into scratches (carbon scoring) in the high res texture. There are clearly visible ports in many of the rooms (Liara's, the captain's, et al).

Just some helpful critique, hope you don't take it the wrong way. :) I know that's the reason I don't use it.

Edit: Someone recreated a model of the Normandy and they made them visible ports, visible here. I'd love to see that corrected.

Modifié par N7 Lisbeth, 31 août 2012 - 06:38 .


#2775
Dead_Meat357

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N7 Lisbeth wrote...

Oh, that reminds me.

Re: high res Normandy SR2 (ME3) texture.

The blurred white squares on the side of the Normandy, in the low res in-game texture, are supposed to be windows. Not sure why that was translated into scratches (carbon scoring) in the high res texture. There are clearly visible ports in many of the rooms (Liara's, the captain's, et al).

Just some helpful critique, hope you don't take it the wrong way. :) I know that's the reason I don't use it.

Edit: Someone recreated a model of the Normandy and they made them visible ports, visible here. I'd love to see that corrected.


I noticed that too. I've meant to do a texture of my own on the Normady SR-2, but I haven't gotten around to it.