Modifié par Dead_Meat357, 06 juillet 2012 - 04:40 .
/// ME3 MOD: HighRes textures + Next-Gen illumination + 3D Fix.
#2001
Posté 06 juillet 2012 - 04:37
#2002
Posté 06 juillet 2012 - 05:24
Modifié par DJepic112, 06 juillet 2012 - 05:25 .
#2003
Posté 06 juillet 2012 - 06:12
DJepic112 wrote...
Dead Meat, do you think you could do an underwear Shepard in high resolution?
This file contains the body skin and underwear for Custom Male Shepard, but do not look good the skin unions .. and on the neck you will notice the change of texture.
Is not a good texture to be edited. You have been very insistent ...See the results for yourself.
Mod 4096x4096: www.mediafire.com/
Salu2
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Modifié par smarteck, 06 juillet 2012 - 06:13 .
#2004
Posté 06 juillet 2012 - 06:44
#2005
Posté 06 juillet 2012 - 06:55
DJepic112 wrote...
^Ohhh you did a high res version? How does it look? Any screen shots?
Just try it, the unions of the skin, look bad. Not much to do with that texture.
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#2006
Posté 06 juillet 2012 - 07:01
As far as I know, the female underwear texture doesn't have this as a problem. Go figure that sexist Bioware developers screw over the underwear male body.
Modifié par DJepic112, 06 juillet 2012 - 07:09 .
#2007
Posté 06 juillet 2012 - 07:14
DJepic112 wrote...
^You're right, there's a sort of weird graininess with it that looks unnatural. Why is that?... I appreciate you trying to work on it regardless.Is it possible to replace and update the neck texture as well? I think that's the main issue. It doesn't mix well with the neck. It's like this on the original texture too.
Do not get your hopes with that texture is very badly created. The way the game joined that file is terrible. I spent hours trying to look good, and nothing worked.
Perhaps with very, very patient, you can achieve better skin, but the unions, forget it.
Salu2.
//////
#2008
Posté 06 juillet 2012 - 08:40
#2009
Posté 06 juillet 2012 - 08:45
#2010
Posté 06 juillet 2012 - 11:07
#2011
Posté 06 juillet 2012 - 02:25
Modifié par Dead_Meat357, 06 juillet 2012 - 02:25 .
#2012
Posté 06 juillet 2012 - 03:25
I've moved the file to my media host as his was in german or something. I tested it and it worked perfectly for me. I had nothing to do with this, I'm just posting it. Thanks goes to InBleedingRapture for the original high resolution fatigues texture and Mordrak1 for the version with blood on it. Looks like there are some scorch marks / dirt on the texture as well.
IBR _Combat_Fatigues with Blood
Now that I know how it works I might do a more battle damaged version of the secondary texture.
Modifié par Dead_Meat357, 06 juillet 2012 - 03:27 .
#2013
Posté 06 juillet 2012 - 04:41
http://social.biowar...m/project/8376/
Modifié par TheDarkFalkon, 06 juillet 2012 - 04:43 .
#2014
Posté 06 juillet 2012 - 05:35
TheDarkFalkon wrote...
I've updated and optimised the files I uploaded to my project page, now including the Carnifex and Paladin:
http://social.biowar...m/project/8376/
Thanks. That's better than any of the screenshots I ever took of the damn thing. So you took my Paladin texture and added a new normal and specular map to the file? (If I'm to understand the project page.) If so I'm definitely downloading that. Normal maps and specular maps have always been a problem for me.
Modifié par Dead_Meat357, 06 juillet 2012 - 05:39 .
#2015
Posté 06 juillet 2012 - 06:01
Dead_Meat357 wrote...
Thanks. That's better than any of the screenshots I ever took of the damn thing. So you took my Paladin texture and added a new normal and specular map to the file? (If I'm to understand the project page.) If so I'm definitely downloading that. Normal maps and specular maps have always been a problem for me.
I haven't used any of your textures, the ones I uploaded were all rendered by myself this morning. I have changed the description on the file page to prevent confusion. But I have to agree, creating normal maps for ME3 is a pain, epsecially without being able to bake a new map from a high poly mesh.
If only Bioware supported our efforts...
Modifié par TheDarkFalkon, 06 juillet 2012 - 06:04 .
#2016
Posté 06 juillet 2012 - 06:23
TheDarkFalkon wrote...
Dead_Meat357 wrote...
Thanks. That's better than any of the screenshots I ever took of the damn thing. So you took my Paladin texture and added a new normal and specular map to the file? (If I'm to understand the project page.) If so I'm definitely downloading that. Normal maps and specular maps have always been a problem for me.
I haven't used any of your textures, the ones I uploaded were all rendered by myself this morning. I have changed the description on the file page to prevent confusion. But I have to agree, creating normal maps for ME3 is a pain, epsecially without being able to bake a new map from a high poly mesh.
If only Bioware supported our efforts...
The reason I asked is that your M-77 Paladin looks a lot like the one I did. Almost the same in fact. But given a closer look I see some differences. Mine doesn't have the dirt or whatever was in certain places. I tried making mine look like an almost new weapon without so much usage. I also think mine had a clearer control panel area. Yours handles shadows better (probably because your normal maps don't suck) and is closer to the original color of the gun. I think mine is darker than that one by a fair amount. Still lighter than the stock M-6 Carnifex, but darker than the stock M-77 Paladin.
What settings are you using for your normal maps? I always get problems with lighting on any I create. The orange textures I sometimes have good results with but the blue'ish ones I can't make work hardly at all. In fact other members have done the normal maps for me. Following their directions I've always had bad results with them.
Modifié par Dead_Meat357, 06 juillet 2012 - 06:29 .
#2017
Posté 06 juillet 2012 - 06:51
Dead_Meat357 wrote...
What settings are you using for your normal maps? I always get problems with lighting on any I create. The orange textures I sometimes have good results with but the blue'ish ones I can't make work hardly at all. In fact other members have done the normal maps for me. Following their directions I've always had bad results with them.
I don't use any settings per say, all my work is rendered by hand and judged by eye. My method atm is to build an estimated height map (greyscale), before seperating the RGB channels and working on each one seperately.
What's interesting is that the vanilla maps I've come across don't have any Blue channel data.
This is just the way I've come to do it from experience though, everyone has their own method, but normal maps will usually be generated from a high poly mesh anyway so its generally not a problem.
#2018
Posté 06 juillet 2012 - 07:44
TheDarkFalkon wrote...
Dead_Meat357 wrote...
What settings are you using for your normal maps? I always get problems with lighting on any I create. The orange textures I sometimes have good results with but the blue'ish ones I can't make work hardly at all. In fact other members have done the normal maps for me. Following their directions I've always had bad results with them.
I don't use any settings per say, all my work is rendered by hand and judged by eye. My method atm is to build an estimated height map (greyscale), before seperating the RGB channels and working on each one seperately.
What's interesting is that the vanilla maps I've come across don't have any Blue channel data.
This is just the way I've come to do it from experience though, everyone has their own method, but normal maps will usually be generated from a high poly mesh anyway so its generally not a problem.
I tried using the normal map filter in Photoshop but I've not had good luck with it.
#2019
Posté 07 juillet 2012 - 01:15
smarteck wrote...
denethor23 wrote...
Great! Is there any chance you do The Citadel artificial sky too? cause it really is very low-res.
It worked!, Now looks very, very well.. I will share in the post in the next update.
I remember that had already asked before. It was a good idea.
Salu2.
//////
yeah! finally i wont have to look to that horrible lowres sky, im waiting for the update then, thanks!
#2020
Posté 07 juillet 2012 - 01:26
BioWare really could have done more for the PC version. I understand concessions made for 5+ year old consoles but even mid-range PC's are having no trouble running this game with the mods we are making. I'd bet that doing this through Texmod probably creates some additional overhead as well which impacts performance slightly.
Their excuse was unified development but the fact is that implementing higher resolution textures would have been easy as hell. Many if not all the game's assets have high poly, high resolution versions. It would have been a simple matter to process these textures into three different resolutions from that and add a menu setting for low, medium and high resolution textures. Just stuff them all in a folder and let us choose what level of performance we can handle.
At the very least they could have allowed us the ability to replace the in-game textures permenently with our own by copying our own into a specific folder, changing an .ini file or something. But no..........
Modifié par Dead_Meat357, 07 juillet 2012 - 01:31 .
#2021
Posté 07 juillet 2012 - 04:45
#2022
Posté 07 juillet 2012 - 04:53
#2023
Posté 07 juillet 2012 - 06:23
Selvec_Darkon wrote...
Any chance of getting these texmod files placed in one zip or something? The list is getting very very large.
Well Smartek is putting all his in consolodated .TPF files. The Zona C compilation is a 3 part download. In total it's 400+ MB as I recall. I've only made a handful of mods myself. I can certainly compile mine into a single zip file, but given how often I update some of them I won't be compiling them into one pack just yet. Together mine are all fairly small. A couple of them are large, but all together they should all still be well under 100MB.
Modifié par Dead_Meat357, 07 juillet 2012 - 06:31 .
#2024
Posté 07 juillet 2012 - 06:44
Dead_Meat357 wrote...
Sadly there are lots of low resolution things like that all over the game. The Citadel in particular. Ever notice the plastic looking crowd outside Purgatory? Over the railing on the right as you walk to the door you'll see a bunch of horrendous low resolution garbage. Now that I mention it, I may have to take a look at fixing that in a day or to. The good thing is you don't typically notice it as you don't generally look over there.
I think the absolute worst might be the blood stains on the dying quarian during the rescue Admiral Koris mission. Or at least, one of the worst. Yikes.
#2025
Posté 07 juillet 2012 - 07:36
I removed the injector files and it worked again. So the problems the injector.
Any idea's?
Edit:
log.log shows this
redirecting CreateDevice
It does say that the injector is only compatiable with dx9. It could be that I've some how run ME3 in DX10 or DX11.
Modifié par Selvec_Darkon, 07 juillet 2012 - 07:39 .





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