Editing and Customization > Community Content
Guards
Jonathan Dark:
Wow. This is really awesome. Hope my skills get better also :)
DrDean:
Das Boots
Added a thing to the suspenders/belt so the transition should look less weird. Does it need a button or stitching there too or can I get away with leaving it like it is?
Boots were done last night but I redid them because I didn't like how the creases turned out. They're a little better now. I hope nobody notices that the pants aren't fitted with the boots shhhh
In other news, I have two developers who sent in photos! Stay tuned for that in the future. Also, my long weekend is now officially over so there won't be any progress for awhile.
Trent Easton:
--- Quote from: Lord_Crow on February 27, 2014, 02:37:52 pm ---Alright, thank you so much for the explanation! I can't wait to get started as soon as I get some free time.
--- End quote ---
Your time is coming...my sweet prince.
StupidMarioBros1Fan[1138]:
My body is ready.
DrDean:
Texture's 512^2 right now but I reckon it will blend in with the body better at 256^2.
A question for the mod developers/artists: I think the guard's main texture looks fine at 1024^2 for gameplay purposes, but what would you guys prefer? Obviously starting big and downscaling after would have been the smart thing to do but alas my .psd's set at 1024. I still have all the raw bakes of the textures at 2048 and it would only take an hour or two to build it back to 2048 but would that be worth it? The only thing that would be noticeably sharper ingame are the detail textures and I might as well use $detail in the .vmts for that. I noticed the newest Ouromov model uses very high resolution textures (4096^2 face texture probably wasn't necessary) compared to the other models. Not to mention it's a matter of blending in with the other character models and maps.
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