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


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#2001
Dead_Meat357

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Got a new version of the N7 Defender armor incoming yet again. This one may take another day or two. I'm re-texturing the entire thing basically from scratch. It's a huge pain by the way, but I'm almost done with it. I've got a few minor things to fix and a couple more spots to do on it. That doesn't sound like much, but this is easily the worst texture I've worked with so far. Not for quality or resolution, but because it's so dark and the pattern of the texture is really intricate. 

Modifié par Dead_Meat357, 06 juillet 2012 - 04:40 .


#2002
DJepic112

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Dead Meat, do you think you could do an underwear Shepard in high resolution?

Modifié par DJepic112, 06 juillet 2012 - 05:25 .


#2003
Fredy AG

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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
DJepic112

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^Ohhh you did a high res version? How does it look? Any screen shots?

#2005
Fredy AG

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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
DJepic112

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^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 transition well from neck to upper chest. It's like this on the original texture too.

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
Fredy AG

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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. :pinched:

Perhaps with very, very patient, you can achieve better skin, but the unions, forget it.

Salu2.

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#2008
Korra23

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Great! Is there any chance you do The Citadel artificial sky too? cause it really is very low-res.

#2009
Guiile_Sheppard

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hell ya, cidatel sky !!! and how about......... diana allers with hi-res? focking hate her baddddddd modelleeeeeeed shoessssss

#2010
Fredy AG

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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 :D .. I will share in the post in the next update.

Image IPB


I remember that had already asked before. It was a good idea. ;)


Salu2.

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#2011
Dead_Meat357

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As far as the skin of underwear Shepard goes, there isn't much you can do as Smartek said. There are some textures that are just horrid and difficult to work with. I think the reason why the female version isn't so bad is because the female models / textures in the game don't have the same shading and grain to them. I haven't used her alot, but from what I've seen FemShep doesn't look like her hands are dirty all the time. The males on the other hand, even Joker and others besides Shepard look like they are automechanics for some reason.

Modifié par Dead_Meat357, 06 juillet 2012 - 02:25 .


#2012
Dead_Meat357

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So I got a PM from a user (Mordrak1) who can't post in this thread. Not sure why, but it included information on solving the fatigues issue in Vancouver at the start of the game. Apparently the game does switch to a secondary texture for the battle damage / blood. So this guy essentially took InBleedingRapture's texture and added blood to it. The mod contains both the original IBR_Fatigues that we've all seen and a bloody version. This won't work with the original IBR_Fatigues texture. It has to be used on its own which is fine as it contains both files.

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
TheDarkFalkon

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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/

Image IPB

Modifié par TheDarkFalkon, 06 juillet 2012 - 04:43 .


#2014
Dead_Meat357

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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
TheDarkFalkon

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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... :pinched:

Modifié par TheDarkFalkon, 06 juillet 2012 - 06:04 .


#2016
Dead_Meat357

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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... :pinched:


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
TheDarkFalkon

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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. :huh:
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
Dead_Meat357

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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. :huh:
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
Korra23

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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 :D .. I will share in the post in the next update.

Image IPB


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
Dead_Meat357

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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.

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..........:o

Modifié par Dead_Meat357, 07 juillet 2012 - 01:31 .


#2021
wadres

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TheDarkFalkon, your weapons are an eye candy, great work, it seems like you not only bumped the original textures, this is the kind of work we need here ! cheers and thanks.

#2022
Selvec_Darkon

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Any chance of getting these texmod files placed in one zip or something? The list is getting very very large.

#2023
Dead_Meat357

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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
CPunchMaster

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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
Selvec_Darkon

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I just tried to run ME3 with the injector, I've used the Injector before in skyrim with no issues. Anyway, I started up ME3 and it wouldn't work, so I disable origin in game as instructed, I then tried again. This time it started, but I only heard the very first sound of the intro video, then the game crashed again popping up a "MassEffect3.exe has stopped working" message. I tried running with Admin but that doesn't work either.

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 .