I've really liked that edit and have always used it, but have never understood the random brain scans. Biometric ID or something?
EDIT: Don't think I'm ever going to be able to fully recolor the drone, I see no way to affect the outer layer -but this is kind of cute as a "his and hers" drones thing though, given I'm playing engineer in this playthrough. http://i.imgur.com/0FgWC.jpg
Yeah I never understood the rest of that stuff either. I may come up with things to replace it down the line. And some lighting effects are handled by the game engine and are not controlled via textures. I have that problem with the version of the BF3 armor without the fire effect. I still get a red light which when reflective properites are diminished almost appears as a rust or something on the armor.
Modifié par Dead_Meat357, 04 octobre 2012 - 05:27 .
Yeah, I'm pretty sure it's like your BF3 mod. It's all right though, the edit is "good enough" for this particular playthrough in which I'm an engineer with a Tali LI. I probably wouldn't use it in another playthrough though, wouldn't make any sense.
It's pretty lame you can't determine tech armor and combat drone through your lighting settings under armor anyway.
Looks like I need to adjust that image somewhat as it creates a gap in part of the Normandy where an animation occurs. So I just need to shrink the top profile of it a bit. I'll work on it tomorrow I think.
In the first instance that new ship looks very good... I think that I can not have as much free time as before, but I did manage to finish updating some important characters as soon as possible.
Regarding the brain scanner, is part of the set of things that are on that screen, the idea is to let the imagination assign the role that we like.
For example, in my case, the brain scan is the completion of an analysis performed on all organic beings of the ship, in order to find some kind of contagious disease or a problem with the behavior of some of them, which could eventually put at risk the population of the citadel.
I had similar thoughts about the brain scans. And I wonder if that's what BioWare was thinking or they just didn't expect us to notice and they thew that in there because it looked cool. And in the stock texture, you really can't see what all that stuff is anyway.
The new DLC is awesome. Guess we may have to focus on texturing collectors soon ^^
Yep. I was thinking the same thing. As with the Collector Armor, I found that their skin in ME2 works real well blended with a leather texture. The regular trooper looks about like they do in ME2 and we saw them in the From Ashes DLC. They aren't as bad as some of the enemy textures are, but I'm sure they'll need work.
Modifié par Dead_Meat357, 05 octobre 2012 - 04:21 .
The only thing that looked kind of iffy to me was the Praetorian, looked...like a weird, almost too bright shade.
It may be a new model compared to the one in ME2. Probably necessary for the additional animations they used for it. But it's definitely a new texture at the very least.
Modifié par Dead_Meat357, 05 octobre 2012 - 04:47 .
First of all, I want to thank you guys for such amazing graphical improvements (even though I stopped playing campaign for a long time ago...and solely focused on multiplayer aspect of game, but well) and mention how impressive fan work can be.
I absolutely love new Defender armor (original, not Battlefield one) and wish good luck with this project.
But anyway, are there any high res textures for Falcon?
First of all, I want to thank you guys for such amazing graphical improvements (even though I stopped playing campaign for a long time ago...and solely focused on multiplayer aspect of game, but well) and mention how impressive fan work can be. I absolutely love new Defender armor (original, not Battlefield one) and wish good luck with this project.
But anyway, are there any high res textures for Falcon?
The only thing that looked kind of iffy to me was the Praetorian, looked...like a weird, almost too bright shade.
It may be a new model compared to the one in ME2. Probably necessary for the additional animations they used for it. But it's definitely a new texture at the very least.
It's a new model, so it can fit in certain doorways.
* There are several "light spots" on the front of the armor. I don't _see_ exactly where I created this in the texture, so I'm guessing this is a problem with the tint map?
* SaltisGood pointed out to me before that Jean-Luc's more visible Tali face and "implant overlay" was under the blue of the tint map, so I copied that over. I can kind of see where it was placed over it, but there's a weird error of it not covering the whole face. You can see it in the screenshots I posted of the face being jacked up. This is kind of beyond me. :V
* Some of my texture choices are not so good in game - those rubber arm bands turned into more like a nursing uniform or something. Needs more plastic. Gold "bands" around the neck still look screwed up.
* Head kind of runs together, too many usages of that same bright gold texture and it sort of looks like it's blending together instead of separate entities.. Things in general seem like I made them too dark. Hood's way, way too dark and purple too.
* Not really a problem: I put a normal map in it, but it's just a 1.0 filter with zero customization of any kind. I more wanted to make sure the normal map didn't "generate" any problems with the diffuse that I was confused about.
That's not _good_, but compared to my last effort of "this is the same texture...but arguably worse," I'm kind of happy and excited for what I might end up with.
EDIT: Ah damn, forgot to retexture those purple fabric over those bullets on the arm.
EDIT: Now that I cna look at the model in game, I see many graphical glitches I caused in my editing. This is proving to be complicated.
It uses the diffuse from ME2 by Jean-Luc and his modern normal map and tint map, so it ports over the correct new "face" despite being an old texture.
Thanks to Jean-Luc for making it back in the day.
I might port over more of his alternate appearance stuff (if he did it for all the characters - not sure), but it would be stuff like Zaeed, Kasumi, Jacob, etc. since so few of the ME2 characters returned in relevant roles. But I don't think there's anything else for a major, heavily involved character that cleanly would port over. Maybe later or if someone, like, requests one.
EDIT: While I had the files opened, I put Jean-Luc's new face over his old ME2 files. (It's also over her 1st alternate apperance, but not the DLC one because that hasn't even been made into an HD skin.) Again, credit and thanks to Jean-Luc.
Hey PKchu, Nice going man! This is looking great. Your diff map looks really good. As for the spec map not showing the modded face, I think I have an explanation. If you look at the colour of Jean-Luc's spec map it's primarily green, whereas the original spec map on this model is primarily an orangey colour. That means that the colours from his map aren't necessarily going to mean the same thing on this map. It's definitely something to watch out for with spec maps. I just had a quick go at trying to get it working in game and I did get some results.
Let me just explain how I went about it: first I looked at it in game and saw that her eyes did definitely stand out compared to the rest of her face. Since I wanted the face to do the same thing I looked at the spec map to see what was happening:
So I can see that her eye is primarily white and fades into yellow. That means that to get the same effect on the face I need to make it white as well. So as you can see in the picture I just copied across the blue channel from the mod into the RGB combined channel (to make it black and white) and just upped the brightness a bit whilst checking it in game.
And whilst it looks kinda shoddy on the actual map, you can see in game:
Whilst it's not massively obvious you can see the effect. You could of course play with it a bit more to get a better looking effect. I should also say that I added my own normal map to that picture with a bit more strength (5) and it was set to Overlay over the top of the original map. Remember that the normal and the spec work together to make all the lighting effects and the normal map filter is not going to be able to make all of the features of the original.
As for the 'light spots' on the front of the armour. I can't see them at the moment, so I'm going to assume it's probably the effect of light reflecting off that section according to the spec map. I'm 90% sure that this armour doesn't have a tint map (it's not in the game files at least) so it's probably not that. And if you look at the diff on it's own it's not there (ignore the face and the red light, I just made the visor clear since it's not part of the mod):
To rap up. Good work man. Couple more tweaks on the spec and normal and you should be very happy with it.
Oh, and I know you're not finished yet, but you should save the Diffuse as a DXT1, since it hasn't got an alpha and will otherwise use up more memory. And you'll be able to downsize the spec and normals.
Thanks SaltisGood! Your tutorials were the reason I thought, "Maybe I can do this," so you can thank yourself that this skin exists.
It's funny but your render looks better to me than the shots I took in game.
There are a few tweaks I want to make on the diffuse, not happy with the appearance of a few textures and I want to change the neck plates to a more neutral, less scratched texture, etc. but yeah, after seeing your rend, I realize I actually like it. :V
- As for the light spots...I don't even see them anymore. I'm not sure why I even observed them originally. Maybe it was the way I was standing, ambient light, w/e, but I can't even find them again.
- Thanks for the information on the eye (I didn't even realize that was the eye) and face. I'll work to get it "right." I think Jean-Luc pretty much nailed it so I'm going to try and do a 1:1 attempt at brightness/visibility.
- I'll make sure to save as DXT1 in the next version of it.
...
I found this guy Zoetropes1 on YouTube. He doesn't make hi-res skins, but he does make single player textures for multiplayer. He has Liara and Tali released and has an unreleased Mordin, Legion, Tela Vasir, Shiala. And a gungrey rocket launcher which actually looks pretty cool (it's at the normal resolution, though).
Here's a link to his Tali video, which has his .tpf downloads in the description.
Obviously it's not super high res, but I've personally wanted SP characters in MP for a long time and it'll hold me over until I get off my ass and do texture work on them myself. >_>
EDIT: Did some ME2 tinkering this morning. Saved (for future use, not now) textures for the car interior, exterior, environmental background cars, light mechs, dog mechs, an ugly environmental box that's common in ME2, quarian male and female textures. And the ME3 "end of game" cars you see that are all beat up and destroyed.
Unfortunately, even though all quarian male and female NPCs only use one set of textures that changed by lighting or something (no idea), Smarteck's from ME3 can't be ported because the maps are different. So I'll have to do that later.
Anyway, I did find something that does directly port over: the robo dog smarteck did has a 1:1 map. Only thing I changed is that Smarteck put an N7 logo on the dog, which would have been odd on ME2's generic dog enemies.
EDIT2: A while back, someone requested an improvement to the burn texture over Garrus' armor at the end of the game. I extracted the texture here: http://filesmelt.com...0x94848DDE_.dds (Normal checksum is MASSEFFECT3.EXE_0xDB455CDA)
It looks like this:
Would the easiest way to improve this be to find a similar brush and copy the individual channels minus the original detail that's in "green"?
EDIT: Gonna be out of town for a few days or two. Hopefully when I get back I can release a 1.0 version of Tali's alt armor.
Could I make a humble request?
I was wondering if someone would be interested to make a texture for the Harrier with the looks of the Mattock N7 Edition. The Harrier is an awsome gun but I'm not a fan of the Cerberus look.
Made great progress on the Valkyrie today. I ended up practically replacing the whole texture. Just got a few things more to fix and I'll put it up for download.
I'm having a great deal of trouble getting it to align correctly and to fix those spots on the nose, but neither is an issue that is striking. After I finally get it "correct", I'll update the download link again.
As you're reading this, I'm working on the From Ashes Tali skin because it's essentially a recolor with a few other simple edits. So that'll be up soon too.
Could I make a humble request? I was wondering if someone would be interested to make a texture for the Harrier with the looks of the Mattock N7 Edition. The Harrier is an awsome gun but I'm not a fan of the Cerberus look.
Could I make a humble request? I was wondering if someone would be interested to make a texture for the Harrier with the looks of the Mattock N7 Edition. The Harrier is an awsome gun but I'm not a fan of the Cerberus look.
Thx for response :-)
shameless bump
I (and probably other people) saw your request - it doesn't seem incredibly hard, but it's probably low on other's list of stuff they want to do. If I had literally nothing else I wanted for the game, I'd get to work on it. But there's 10 things I'd like to do first.
Having just tried this recently, you should try to follow SaltisGood's tutorials. It's actually not as hard as you think and it's actually fun to have creative control over your own stuff.