about the normal map problem you talked about above. perhaps we also need to enhance the body's texture's a bit? I have provided a download for the body anyways.
/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.
#3001
Posté 16 septembre 2012 - 11:31
about the normal map problem you talked about above. perhaps we also need to enhance the body's texture's a bit? I have provided a download for the body anyways.
#3002
Guest_Iveybella_*
Posté 16 septembre 2012 - 11:46
Guest_Iveybella_*
McRileyW wrote...
nice. I'd like a sheploo with a smooth baby face too.
about the normal map problem you talked about above. perhaps we also need to enhance the body's texture's a bit? I have provided a download for the body anyways.
Oh that's actually a really good idea! I fixed the seam between the face and the neck by altering the neck head texture so that should work for the body as well
#3003
Guest_Iveybella_*
Posté 16 septembre 2012 - 12:35
Guest_Iveybella_*
I didn't realize I had the fxaa tool on when I took the screenshots of the normal maps. So they were looking like this:

instead of this

Which must be what caused the ultra smoothness
I guess those lines appear not only if you have it too light but also too dark, which was why I kept getting them.
Thankyou so much to everyone who helped me
I should now be able to upload the other versions as well and fix the seam in Shepard's neck
Going to go work on that now, then try to realease them with the other Shepard retex I'm working on, then hopefully have the femshep version of the alliance outfit out tonight.
I'll go ahead and try to fix the neck seam on smooth Shepard first and get that posted.
Looks like I'm going to have a busy day
#3004
Posté 16 septembre 2012 - 04:03
DerPate wrote...
Will the Inferno Armor come any time soon?
Yes. I hope to do all of Shepard's armor's eventually.
#3005
Posté 16 septembre 2012 - 04:35
Modifié par PKchu, 16 septembre 2012 - 04:46 .
#3006
Posté 16 septembre 2012 - 09:31
A somewhat special update for today, I have taken the MOD created for Tali Default Suit in ME2 (who I had already recoded), but this time has some changes.
First, I included Relief file created by the same author (very good file), and on my part I modified the fabric material in the suit, I have applied the same effect as the suits of the Quarians above, I think it turned out pretty well:









RF > If you liked the new look, download the v1.2 in first page. Zona D, number 8.
Salu2.
//////
Modifié par smarteck, 16 septembre 2012 - 09:32 .
#3007
Posté 16 septembre 2012 - 11:22
#3008
Posté 16 septembre 2012 - 11:32
DJepic112 wrote...
Yeah, I really want people to work on improving human-skin related textures. People just seem focused on armour or alien stuff since it's easy. Why won't you challenge yourself more?
By all means shell out the 600 for CS5 and get at it. What part of part compartmentalized UV maps worked on for over a year and half by people paid to just that versus in their spare time artists do you not get?
#3009
Posté 17 septembre 2012 - 03:39
Part 1 and 2 of my video tutorials for making your own texture mods are out. They take everything very slowly so if you're willing to learn they should be able to teach anyone to make these kinds of mods.
Part 1 deals with using Texmod to rip the files out of the game and then what each of the different kinds of files means:
Part 2 deals with modifying probably the most important texture for any object: The Diffuse Map
Once I finish making the other videos I'll link them here as well. Hope you guys like them!
#3010
Posté 17 septembre 2012 - 04:43
A++ ungratefulness.DJepic112 wrote...
Yeah, I really want people to work on improving human-skin related textures. People just seem focused on armour or alien stuff since it's easy. Why won't you challenge yourself more?
Seriously, this HUGE and comprehensive amount of work these modders have done is amazing - particularly given it's just a handful of people.
They can work on whatever they like, and frankly, I'm very happy with what the community has made given it looks so much nicer than the default game.
@Smarteck: Nice Tali edit.
@SaltisGood: I'm going to totally follow your tutorials as they come out. I've been wanting to make a Female Quarian Engineer edit that uses an HD Tali skin base so it looks like you're playing the character from single player. Maybe if I'm not incredibly terrible at it and can actually use the tutorials (I'm artistically inept) I'll try to make a set or something, SP look-a-like characters in MP.
Modifié par PKchu, 17 septembre 2012 - 04:43 .
#3011
Posté 17 septembre 2012 - 04:48
@saltisgood
Thanks for these videos, of course that will be useful. In the next update of the post, I'll have present to add the link on the first page.
Saludos
//////
Modifié par smarteck, 17 septembre 2012 - 04:48 .
#3012
Posté 17 septembre 2012 - 05:02
#3013
Posté 17 septembre 2012 - 05:27
PKchu wrote...
@SaltisGood: I'm going to totally follow your tutorials as they come out. I've been wanting to make a Female Quarian Engineer edit that uses an HD Tali skin base so it looks like you're playing the character from single player. Maybe if I'm not incredibly terrible at it and can actually use the tutorials (I'm artistically inept) I'll try to make a set or something, SP look-a-like characters in MP.
Cheers mate.
You don't need to be a super-artist to do this stuff (I'm definitely not). Most of it is pretty much just painting by numbers. But it's often quite time consuming, which is why we need as many people helping out as we can.
#3014
Posté 17 septembre 2012 - 05:31
Guiile_Sheppard wrote...
people did the humam soldier MP got a special love with new relief files ??????? ive missed the lasts posts. =(
Salu2.
//////
Modifié par smarteck, 17 septembre 2012 - 05:33 .
#3015
Posté 17 septembre 2012 - 05:34
Thanks, I appreciate the work of the tutorials.saltisgood wrote...
PKchu wrote...
@SaltisGood: I'm going to totally follow your tutorials as they come out. I've been wanting to make a Female Quarian Engineer edit that uses an HD Tali skin base so it looks like you're playing the character from single player. Maybe if I'm not incredibly terrible at it and can actually use the tutorials (I'm artistically inept) I'll try to make a set or something, SP look-a-like characters in MP.
Cheers mate.
You don't need to be a super-artist to do this stuff (I'm definitely not). Most of it is pretty much just painting by numbers. But it's often quite time consuming, which is why we need as many people helping out as we can.
Oh, well, time is something I have lots of. Live in the middle of nowhere, most days are quiet - I'll do my best to figure out the tools of the trade and start contributing.
#3016
Guest_Iveybella_*
Posté 17 septembre 2012 - 06:09
Guest_Iveybella_*
They're less noticable now but you can still see them.
I'm going to see if I can find a different way to edit the maps other than darkening the red and green channels. I'm not entirely sure on this but I believe the problem is with photoshop. I read that V8vu compression only uses red and green channels which is why it appears like this:
in most photo viewers but then in photoshop it appears like a regular normal map. I'm trying to find a different photoeditor that supports dds format and v8u8 compression. I tried gimp but it appeared entirely grey when I loaded it there. Does anyone know of any?
Modifié par Iveybella, 17 septembre 2012 - 11:38 .
#3017
Guest_Iveybella_*
Posté 17 septembre 2012 - 06:11
Guest_Iveybella_*
PKchu wrote...
Oh man, thanks so much IveyBella. There was a retexture someone made of the intro casual armor (with some artistic license, so your edit is valuable too), but they didn't do the bloody and it was AMAZINGLY ugly.
No problem, I'm glad you like it
I wanted to just create a normal map for an already existing one but I didn't want to do it without the authors permission, so I just went on to create my own.
For those wondering I'm still working on the femshep version, just running a little behind schedule
Also thankyou for the Tali retex smartek! Looks much better now
Modifié par Iveybella, 17 septembre 2012 - 06:13 .
#3018
Posté 17 septembre 2012 - 09:36
#3019
Posté 17 septembre 2012 - 09:38
Iveybella wrote...
Turns out what I thought was the problem actually wasn't, the lines are still there
They're less noticable now but you can still see them.
I'm going to see if I can find a different way to edit the maps other than darkening the red and green channels. I'm not entirely sure on this but I believe the problem is with photoshop. I read that V8vu compression only uses red and green channels which is why it appears like this:
in most photo viewers but then in photoshop it appears like a regular normal map. I'm trying to find a different photoeditor that supports dds format and v8vu compression. I tried gimp but it appeared entirely grey when I loaded it there. Does anyone know of any?
I'll be covering this in my tutorial videos once I get to the normals (not for a little while), but smarteck gave me a tip that's been working great. If you download a package called: DirectX SDK
What you can do is edit the normals in photoshop, export them as *.bmp, import them into one of the programs inside the SDK called: Texture tool. Then change the "surface format" to "Signed 16-bit: V8U8". Save it as a *.dds. Load into texmod.
If what you're doing still causes a seam where 2 ends of the texture join (i.e. a line of symmetry), then I would suggest not modifying that part of the texture or fading your mod into the original.
#3020
Guest_Iveybella_*
Posté 17 septembre 2012 - 10:54
Guest_Iveybella_*
saltisgood wrote...
Iveybella wrote...
Turns out what I thought was the problem actually wasn't, the lines are still there
They're less noticable now but you can still see them.
I'm going to see if I can find a different way to edit the maps other than darkening the red and green channels. I'm not entirely sure on this but I believe the problem is with photoshop. I read that V8vu compression only uses red and green channels which is why it appears like this:
in most photo viewers but then in photoshop it appears like a regular normal map. I'm trying to find a different photoeditor that supports dds format and v8vu compression. I tried gimp but it appeared entirely grey when I loaded it there. Does anyone know of any?
I'll be covering this in my tutorial videos once I get to the normals (not for a little while), but smarteck gave me a tip that's been working great. If you download a package called: DirectX SDK
What you can do is edit the normals in photoshop, export them as *.bmp, import them into one of the programs inside the SDK called: Texture tool. Then change the "surface format" to "Signed 16-bit: V8U8". Save it as a *.dds. Load into texmod.
If what you're doing still causes a seam where 2 ends of the texture join (i.e. a line of symmetry), then I would suggest not modifying that part of the texture or fading your mod into the original.
I watched part of you're tutorial on the diffuse maps (and I had no idea what they were called before) it was really helpful and informative, good work
I actually tried taking a screenshot of the map in game without editing it, but what was weird was that the lines appeared anyway. That's when I started looking for an alternate way. I'm going to try this right away. I'll post back here if I get good results, thankyou!
#3021
Guest_Iveybella_*
Posté 17 septembre 2012 - 11:33
Guest_Iveybella_*
Modifié par Iveybella, 17 septembre 2012 - 11:41 .
#3022
Posté 17 septembre 2012 - 01:37
Keep it up modders!
quick question though. It is going to be a pain to manually add all these mod one by one. Is there a way to have texmod load these mods automatically? I tried with AutoIT V3. I use that to start ME2 as well, but i am having some difficulties in making it work with ME3 as well.
Modifié par Daryst, 17 septembre 2012 - 03:08 .
#3023
Posté 17 septembre 2012 - 02:39
DJepic112 wrote...
Yeah, I really want people to work on improving human-skin related textures. People just seem focused on armour or alien stuff since it's easy. Why won't you challenge yourself more?
I know you would but that is much easier said than done. The way the game handles it just adds layers and layers of complexity to doing so. And really as far as textures go some of the human skin is bad, or devoid of detail, but there are other things in the game that are a lot worse. NPC clothing is especially low resolution and bad. Like it was repurposed from Mass Effect 1.
#3024
Posté 17 septembre 2012 - 02:40
Iveybella wrote...
saltisgood wrote...
Iveybella wrote...
Turns out what I thought was the problem actually wasn't, the lines are still there
They're less noticable now but you can still see them.
I'm going to see if I can find a different way to edit the maps other than darkening the red and green channels. I'm not entirely sure on this but I believe the problem is with photoshop. I read that V8vu compression only uses red and green channels which is why it appears like this:
in most photo viewers but then in photoshop it appears like a regular normal map. I'm trying to find a different photoeditor that supports dds format and v8vu compression. I tried gimp but it appeared entirely grey when I loaded it there. Does anyone know of any?
I'll be covering this in my tutorial videos once I get to the normals (not for a little while), but smarteck gave me a tip that's been working great. If you download a package called: DirectX SDK
What you can do is edit the normals in photoshop, export them as *.bmp, import them into one of the programs inside the SDK called: Texture tool. Then change the "surface format" to "Signed 16-bit: V8U8". Save it as a *.dds. Load into texmod.
If what you're doing still causes a seam where 2 ends of the texture join (i.e. a line of symmetry), then I would suggest not modifying that part of the texture or fading your mod into the original.
I watched part of you're tutorial on the diffuse maps (and I had no idea what they were called before) it was really helpful and informative, good work
I actually tried taking a screenshot of the map in game without editing it, but what was weird was that the lines appeared anyway. That's when I started looking for an alternate way. I'm going to try this right away. I'll post back here if I get good results, thankyou!
According to the NVIDIA tools for making those they are actually called normal maps. Diffuse layer is probably closer to the truth than the term relief layer. Not sure why everyone calls normal maps other things.
Update:
Updated my post. It contains download links for a new Valkyrie and a new Typhoon. These are difficult textures to work with but I think they are definitely improved, and certainly improved over my last versions of them.



Alternately, you can download these two files from the links below:
N7 Typhoon v1.2
N7 Valkyrie v1.1
Also decided to update this mod. I don't believe the original had a normal map included with it. I think I just did the specular and the texture map. In any case, this one is an entirely new texture mod.
Recon Hood v1.1


Recon Hood v1.1
Modifié par Dead_Meat357, 17 septembre 2012 - 06:39 .
#3025
Posté 17 septembre 2012 - 08:01
Daryst wrote...
holy crap, this is alot of high res quality textures. I will be waiting a very long time untill ME3 is loaded.. but it is going to be mind blowing
Keep it up modders!
quick question though. It is going to be a pain to manually add all these mod one by one. Is there a way to have texmod load these mods automatically? I tried with AutoIT V3. I use that to start ME2 as well, but i am having some difficulties in making it work with ME3 as well.
I sub-directory the textures for each third of the game, to keep load times down. As for "individually" selecting them, I move to a sub-directory, select one, and control-a to "select all" and load. Presto, two-click wonder.





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