Oops.
In retrospect...hm. Yeah,
Modifié par PKchu, 01 octobre 2012 - 09:56 .
Modifié par PKchu, 01 octobre 2012 - 09:56 .



Modifié par Dead_Meat357, 02 octobre 2012 - 01:44 .
Modifié par PKchu, 02 octobre 2012 - 12:49 .

saltisgood wrote...
Hey PKchu, don't be disheartened about your work. There's a reason why I never released my first mod (it was terrible). If you keep trying I'm sure you will improve.
1. On the Tali face front, I've just had a look at it and I believe that the face is stored in the spec map. If you have a look at Jean-Luc's Tali Spec map and just select the blue channel you should be able to see it in the sort of middle-left. It'll look like this:
(With a comparison to show it ingame)
Just look for that whitey-grey bit and I'm pretty sure that's it.
2. On the actual mod front. (NOTE: Everything I say here applies to me only. Anyone else can correct me or suggest a better method. These are just my suggestions.) Just looking at your photoshop file, is it just me or are your replacement layers all really low opacities? Since they're all set to Normal Blending and 100% opacity I assume that at some stage you've group a bunch together. If it were me I probably wouldn't do that. I only tend to group layers that have the same blending modes and I take off any blending before I group them, because otherwise you lose the ability to continue playing with them. Furthermore, I very rarely merge layers, just because I'm so paranoid about losing the ability to change them later.
For example, the current one I'm working on is an armour texture like yours. I'm only halfway through (I work very slowly) and I already have 78 layers. I'm not suggesting that you have to have that many layers, I'm just saying that it gives you more freedom if you do.
My main point is that with the psd file as it is, I can't see any of your blending modes and opacities. So, I'm going to assume that you're just using a normal blending mode with variable opacities. If that's the case then you're not going to be able to get a massive quality increase, as the final image is going to be part low-res part hi-res. I typically use complete opacity if I'm overwriting a texture. If I want part of the original to come through (for example on hard to replicate gradient patterns) then I would set the new layer to Overlay or Hard Light and modify the opacity. They allow the main features of the original to be seen but let the higher res sections of the new texture to be placed on the surface.
As for sections not popping out, that can be fixed with the modifications to the normal map. I know that buttons on my diffs are very flat compared to the originals since I just lazily draw circles on there (generally). But when you take the diff and run it through the NormalMapFilter you can greatly increase the strength on certain sections (like the buttons) to give them a greater sense of depth on the end model. I'm telling you this because I can see from your *.tpf that you've only modded the diff at the moment.
To sum up, an armour mod is pretty tricky at the best of times. So to attempt it first up is quite ambitious. I just went for simple stuff like pistols while I learnt my techniques. If you can, I'd give that a go now. And also look at a lot of the finished versions of textures to try and see what you should aim for (you can extract the individual textures from a *.tpf with TPFextract and it's GUI). If any other modders want to correct me or add to what I'm saying please feel free.







Modifié par Dead_Meat357, 02 octobre 2012 - 04:16 .
Modifié par McRileyW, 03 octobre 2012 - 01:14 .
McRileyW wrote...
awwww shepard and james look so HOT in that armorthank you
edit: don't see vega's armor atm but I can wait
PS MASSEFFECT3.EXE_0x68E8107F.dds is just a purple square. Is that the right file?
Modifié par Dead_Meat357, 03 octobre 2012 - 03:32 .
Modifié par PKchu, 03 octobre 2012 - 10:00 .
PKchu wrote...
saltisgood wrote...
My main point is that with the psd file as it is, I can't see any of your blending modes and opacities. So, I'm going to assume that you're just using a normal blending mode with variable opacities. If that's the case then you're not going to be able to get a massive quality increase, as the final image is going to be part low-res part hi-res. I typically use complete opacity if I'm overwriting a texture. If I want part of the original to come through (for example on hard to replicate gradient patterns) then I would set the new layer to Overlay or Hard Light and modify the opacity. They allow the main features of the original to be seen but let the higher res sections of the new texture to be placed on the surface.
So I ought to complete overwrite the textures in the future. After I do that, I can change settings to make the layer "overlay" or "hard light" and then "modify the opacity?"(Sorry I'm a bit confused.)
Modifié par saltisgood, 03 octobre 2012 - 10:33 .
PKchu wrote...
Ah, OK. That's informative.
No, yeah I was going to just start over and abandon the old file.
Modifié par Dead_Meat357, 03 octobre 2012 - 03:07 .
Modifié par Xaijin, 04 octobre 2012 - 07:10 .
Modifié par PKchu, 04 octobre 2012 - 01:03 .
Xaijin wrote...
Had some free time after work so I during crunch so I checked over the various reaper stuff that's out there. For those couple of you who were going to look them over:
1. Adding regular spaced pattern noise to organic or semiorganic materials as a uniform overlay is NEVER. EVER. a good idea. EV-URRR.
ever.
This is especially true of the normal maps. While husks are of course a merging tech and organic. It's pretty obvious which parts should have say, a classic ME hexagonal pattern mesh, and which shouldn't. Don't be that guy or girl.
In addition to completely losing the nuance and contrast between surfaces, it also jacks with the lighting properties of the textures and can even add negative definition on the smooth parts, which looks beyond bad, even in motion.
Also lightening the base texture is also never a good idea. ever.
"But it adds automatic definition".
Yeah, it adds altered or heightened contrasting definition, but that is the ENTIRE point of having a normal map, and it's not the job of the diffuse map in any respect. As has been done with most the good armor mods, the entire point of redefinition in diffuse is to present ->"half"<- of a material you're adding, of which the other "half" of which (minus specular and light) is the normal map.
Remember that unless you have an artist's monitor and ridiculously expensive color gamut tools/apps, your monitor's contrast and color range may not necessarily match anyone else's, much less everyone else's.
Speaking of slickness and gloss, those should be covered in those texture sections; ie spec and lightmap, not the diffuse, even for geth.
PKchu wrote...
Hey Smarteck - when you were editing the Kodiak's Interior, did you run into any issues/discover anything interesting or worth knowing in terms of editing other "tech" textures, like tech armor/combat drone?


Modifié par PKchu, 04 octobre 2012 - 03:49 .
smarteck wrote...
PKchu wrote...
Hey Smarteck - when you were editing the Kodiak's Interior, did you run into any issues/discover anything interesting or worth knowing in terms of editing other "tech" textures, like tech armor/combat drone?
From what I have seen in Kodiak displays and in Sentry Interface, the color is not defined exactly in the textures, only the visible mass of the object and the areas in which you will have dynamic texture (moving light effects), this is defined in different layers of the DDS file.
If you look at the MOD of the receptionist of the citadel, this is the new texture (Notice the colors):
But this is how the graphics engine shown on the screen:
Maybe the red could be showed as blue, I do not know, you will have to make some tests.
Good luck with that.
//////
Modifié par PKchu, 04 octobre 2012 - 05:05 .
Modifié par Dead_Meat357, 04 octobre 2012 - 05:06 .
Modifié par PKchu, 04 octobre 2012 - 05:15 .