Aller au contenu

Photo

Again with the grass...


  • Veuillez vous connecter pour répondre
56 réponses à ce sujet

#26
Master Jax

Master Jax
  • Members
  • 352 messages
Now, for something out of topic... I have been promising Toro I would post some pics of some of the work I've been doing overall with the tilesets in NWN, but always falling short due to real life constraints and not being satisfied with how they look. Always working and reworking everything. <_<

Posted Image

I know these have nothing to do with grass, but I didn't want to create a
whole new thread just to post these. So, as a disclaimer, I did nothing
but tweak the textures here and there. The credit for this goes to
Zwerkules and his Biointerior project. There's a bit of Q in there as
well.

Posted Image

The intention was to make NWN look a bit more like Skyrim.
I know, I know,... some may say it isn't possible, that I am obsessing
over it, etc, but I am quite pleased with how it has turned out (which
is a miracle in itself, since being satisfied is kind of a foreign concept to me). The
implementation of this idea saw the interior tileset being reskinned in
sets of micro-tilesets, instead of using a single skin for all of them,
which I think brings a level of variety unseen in the game.

Posted Image

As
always, if posting the images is unproper due to alteration or
usage of works which are not mine, notity me, and I will bring them
down.
  • Estelindis aime ceci

#27
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
Very nice!
There's nothing in the first and the last picture I'd change, but the second one has too many wooden parts of different colours.Though the texture you used for the pillars is very good with those carvings, its colouring and that of the doorframe could match one of the other wood textures better.
Even though you used just as many different wood textures in the last screenshot, they match each other better.
I used many different wood textures in the living room terrain of the interior tileset, too, and they didn't match each other as closely as yours do, but they didn't have to because they weren't so rustic (if that's the right word) as the textures you used, more like varnished wood.
I like what you did a lot, the more rustic approach is very good.

Modifié par Zwerkules, 05 juillet 2013 - 08:57 .


#28
_six

_six
  • Members
  • 919 messages
Second screenshot is definitely far too busy texture wise. I'd go with much 'plainer' textures on the pillars. Overall feel is lovely though, and that brick texture is a neat-o choice.

#29
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
I find the pillars in the second shot troublesome since i saw them first time in the bio tileset. I mean a fancy carved bottom of a treetrunk for static reasons placed in a general medieval building? The whole thing looks unbelievable. So either it must be stone bricks because one single big carved rock is a bit heavy when not build into a estate or castle. So if it´s just wood etc. you know, Bio never thought about realism at all. In the fort interior they handled that pretty good. The beams there have a function and only a few are a little bit carved where it makes sense to give the halls some "hey we live here" and not just a clutter up function.

But thats not your fault anyway;)

Maybe another little tip on how to make a few things more belivable. Delete all beams and just let the walls left. Create one beam and copy/ paste that for any place where it makes some sense, static wise of course.

Modifié par NWN_baba yaga, 06 juillet 2013 - 07:32 .


#30
Master Jax

Master Jax
  • Members
  • 352 messages
Wow! Thanks for the feedback, guys! I think we all agree on the micro-tileset in the second shot needing a little work when ti comes to the columns. Curiously enough, THAT's the one theme that wasn't specifically inspired on an existing Skyrim one. I sort of patched it together with the wall plaster I liked a lot but couldn't get into any other scheme, and a mixture of every other micro-set. I didn't touch it any more because my gf said she loved it.

Posted Image

Here's two more shots of interior micro-sets. First one is of the "cellar" one, and second one goes for the "shop". They look a bit green because of the mod's lighting, but I think it isn't so bad that you can't tell details and different colorations. It's just a bit hard to find areas in modules which are unpopulated, have no additional placeables, and still hold the right lighting to show everything properly.

Posted Image
  • Anamorphose aime ceci

#31
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
good work on both terrains... let the feedback be detailed :D

1 image:
Big bricks are usualy on the bottom of a wall my friend... for static reasons i think :D and add some dirt or darken the very first brick like the brickwall has from image 2 ;) This helps to give a more separated look from floor-to-wall. Sometimes due to the lighting floors and walls blend very 2d into each other!

The beams at the door... that middle metal section is to keep 2 beams connected or used for beams found in mines but with that size and little preasure on them it makes no sense. Try to remove that.

2 image:
Very cool. I like the simplicity (not in a bad way) of the brickwall and the woodwork on top of that.

Modifié par NWN_baba yaga, 07 juillet 2013 - 03:42 .


#32
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages
How about this grass...

Posted Image

Link

Modifié par Lord Sullivan, 09 juillet 2013 - 04:40 .


#33
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages
And this...
Grass ON
Posted Image
Grass OFF
Posted Image

Link

Link

Modifié par Lord Sullivan, 09 juillet 2013 - 04:43 .


#34
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages
Wow, I come here presenting a grass texture as an offering... and not a peep from the OP?

I mean, I come here baring gift and I get totaly ignored. What some bad manners from community
members that keep claiming that this community is so great.

No one as to like the texture I presented but at the very least the OP could give a simple reply
in the lines of "Thanks for the offer but that texture does not suit my needs" or something... nope
totaly ignored.


Thanks

Modifié par Lord Sullivan, 08 juillet 2013 - 09:27 .


#35
Tarot Redhand

Tarot Redhand
  • Members
  • 2 679 messages
Was waiting for the OP but I'll give my two penorth anyway. While it is probably acceptable in game, the screenies really show up a repetitive pattern. It's just a thought but for a planar texture surely it is possible to use a fractal pattern to a generate grass?

BTW as it has only been 1 day since those screenies were posted (at least according to the heading), I would give a bit more time to allow for RL getting in the way before stressing about none replies but maybe that's just me.

TR

#36
henesua

henesua
  • Members
  • 3 864 messages
Yeah, LS, the turn over of responses is slower these days. You need to be more patient.

#37
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages
I am more amazed then impatient simply because when I create a thread, I attend to my thread and
respond if there is a need to it until it dies down. Obviously there are times in the day it's just not
possible. However, the fact that it takes a minute to look at the screens and form an opinion and
that the OP posted in another thread a dozen of minutes or so before I posted my amazement of
my post being ignored, the RL excuse just went down the toilet. :P

Well whatever! :D

#38
Master Jax

Master Jax
  • Members
  • 352 messages
Whoah Whoah Whoah! Lord Sullivan! Let me tell you what happened here. First off, it's monday coming from sunday, which means family outings and then job the next day. It is as other contributors have stated, I have been working and running errands, so I am not always capable of watching out the thread. Then, I did see your post. Unfortunately, I don't know if it was too early yet, but there were no images when I read it, just links that appeared broken, so I decided to check back later when I could see the pics. Also, I am probably on a different time zone to yours! It's not bad manners or neglecting you!

Now as for the grass itself, I can't quite make out much of the images... It seems to me as if you're using the original dynamic grass, correct? What's the density count? Seems lush... Does it have a noticeable framerate impact? The texture isn't very clear to me either... I'm sorry if I can't tell much off the pictures, but thank you for posting, and, as it's been said, if sometimes it takes longer to answer, it usually is due to time constraints and being busy with work and errands, certainly not being unappreciative.

Modifié par Master Jax, 09 juillet 2013 - 01:35 .


#39
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
Removed inflammatory content
BioWareMod02



this dont work this way!

Modifié par NWN_baba yaga, 09 juillet 2013 - 09:43 .


#40
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages
Alright enough giggles for me :P

I only pranked you guys. I thought I'd create a little bit of chaos... shake you a little.

@Master Jax

The dynamic grass is indeed the original though I did set my ini file to something like 6000 for dynamic
grass. I have seen no real performace impact myself with a Radeon HD 4870, Radeon HD 5770 and now
a NVidia 9800GT.

If you have trouble seeing the texture details, perhaps it is because you did not CLICK on the images in the
posts as they take you to larger 1920x1200 pixels images.

Modifié par Lord Sullivan, 09 juillet 2013 - 07:16 .


#41
Master Jax

Master Jax
  • Members
  • 352 messages
Well, that's the thing! When hovered, I get the symbol of the link being broken, and when I click on them, it leads me to the error page for broken links. 0__0 Says the browser can't find the server: and the name of the webpage.

Modifié par Master Jax, 09 juillet 2013 - 05:22 .


#42
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
Making a photorealistic grass texture (or using a one from another game...) alone LS dont work. And even your trees dont help to give the scene a look thats somewhat coherent. The houses, the ledges etc. everything else look out of place.

So why dont you just share the texture so we can see it ingame as to showcase it in such a resolution? Even the texture is not from you:P

A little note:
showcasing others work is a no go!

Modifié par NWN_baba yaga, 09 juillet 2013 - 09:44 .


#43
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages

Master Jax wrote...

Well, that's the thing! When hovered, I get the symbol of the link being broken, and when I click on them, it leads me to the error page for broken links. 0__0 Says the browser can't find the server: and the name of the webpage.



Ok I added regular links for you to try, if that doesn't work, I don't know what to tell you.



NWN_baba yaga wrote...

Making a photorealistic grass texture (or using a one from another game...) alone LS dont work. And even your trees dont help to give the scene a look thats somewhat coherent. The houses, the ledges etc. everything else look out of place.

So why dont you just share the texture so we can see it ingame as to showcase it in such a resolution? Even the texture is not from you:P

A little note:
showcasing others work is a no go!


Yeah, nice try Baba! In anything I do, it is my work unless I state otherwise;)
The texture was created with a picture of the grass in my backyard :P

Btw, lets leave it at "taste differ" because I find it quite pretty and fiting when in game. The pattern it shows is mild and practicaly undetectable when dynamic grass is ON. But when one wants non dull, non plain but rather detailed nice looking grass texture, it's practicaly impossible to escape the pattern syndrome.

Modifié par Lord Sullivan, 09 juillet 2013 - 07:14 .


#44
Lord Sullivan

Lord Sullivan
  • Members
  • 560 messages
You can find the texture in my project page

#45
Master Jax

Master Jax
  • Members
  • 352 messages
Thanks for sharing the texture, Lord Sulivan! I still got the links posted as broken ones, but the texture itself is better! I will be placing it in and checking it directly in-game!

#46
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
Well thats just to stupid even for me. Not worth my time and any more word-_-

Modifié par NWN_baba yaga, 09 juillet 2013 - 06:55 .


#47
Master Jax

Master Jax
  • Members
  • 352 messages
Ok, guys, I may do some tweaking here and there on a minor scale, but I believe this is the final version of my rural grass... That is, unless someone comes up with some breakthrough or a decidedly better version!

Posted Image

Like I said last time, I tried to get a fusion of the two most recent versions. I toned down the brightness and saturation of the eye-burning green grass and kind of went the opposite way in terms of detail. Originally, the floor texture was used to bring variety in coloration, while the dynamic grass provided a uniform scale of color. This time, I did it backwards. The reddish/yellowish tints went into the dynamic grass in order to compensate for the "greener" look of the texture. This is how Skyrim managed its grass, and pretty much how I like it.

Posted Image

The first pic is set on an open grassland, so you get to see the grass in itself, and this latter one goes to show you how it comes together with the rest of the elements in the tileset. I know the lighting may not be the best one for showcasing, but such was deliberate. This is how it looks in regular, different, vintage modules, which is what populates most of the Vault, and the tweaks are meant as a "one-for-all" override.

I thank you all for your contributions in this matter, and hope to see other's approaches!
  • Estelindis et Anamorphose aiment ceci

#48
Zwerkules

Zwerkules
  • Members
  • 1 321 messages
I think that the TNO rock textures can not be used with your grass textures or vice versa. The TNO textures have been sharpened a lot and look more like a painting than a photo while your grass texture is more photo-like.

#49
NWN_baba yaga

NWN_baba yaga
  • Members
  • 1 232 messages
I agree with Zwerk on the texture. The texture looks very good together with the dynamic grass but it´s looking like you have 2 different games combined. When you later use placables with another art style from ProjectQ, the random CEP, NWN2 or whatever else you just have a mess of many different designs and quality.

But everyone can use what he wants... just my 2 cents again;)

#50
Master Jax

Master Jax
  • Members
  • 352 messages
Well, I use the TNO rock textures because I haven't found any others I like best when it comes to overall usage, Zwerk. I've tried pretty much every other one available, but as you know, the issue is tiling. When they are hi-res and very detailed, they look great in the file, but the repetition is obvious in-game, which breaks all ambiance and eye-candy. And when they are less detailed, they look smeared/cheap. If you noticed, in the forest tileset I am also using modified versions of TNO's rock. Same goes with the Cave/Mines tileset, for which I use Pstemarie's reskin, which is also a modification of TNO's rock.

As for the placeable issue, Baba, I totally agree with you, which is why I have been actively replacing each and every element in the game and modules I choose to keep to play more than once. Sometimes it's as easy as changing a single model. Sometimes the placeable needs a total re-texture, and sometimes you need both. Thankfully, most of my overrides work as cohesively as possible, thanks to the authors somewhat following the same aesthetic principles. If you work with Project Q and Zwerk's work, they are pretty seamless in theme. When a "one-for-all" solution is simply unavailable, then I go and modify the modules individually, placeable by pleaceable, creature by creature. It's tedious and time-consuming, but... well, as they say, if you want something done your way...

I also agree on it somewhat looking like different games pasted together, but... that's pretty much the best I can do for now with the available resources. You see, sometimes I find great content that unfortunately is at odds with the overall goal I am seeking, but the alternative looks even more mismatched. The most obvious example of this comes to weapons and armor, or body parts. When you put the KOTOR heads converted by Estelindis along with CODI's heads, youre bound to get very different types of elements, but what's the alternative? The original heads are very low quality. D20's heads are too blocky and,...well... modern. My point is, I choose the available resource, and TRY to fit it in as best as I can, but I am not nearly as talented or knowledgeable to make it seamless! This entire thread is an example of what I can do and can't do! Like I said to 3RavensMore: Compromise is the curse!

Of course, if you guys have content hidden away in your HD's that would work better with this... ^___^