[WIPz] Darknut World Textures

Post » Wed Feb 02, 2011 6:09 am

Sweet! I like how the noise added in the texture makes it so realistical! Reminds me of how a noise map (made by Koldorn, if I'm not wrong) changed completely the LOD textures in Oblivion - sometimes the most innovative techniques are also the simplest! :)

Could you please post your settings as well (AA, AF, mip-maps, etc.)? The pavement ground texture looks awesome and it looks so smooth and clean it makes me really curious about details (other than the technique you used, of course! ;)).

Btw, check out the date on the update... ;)

Cheers,
PKR.
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Lady Shocka
 
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Post » Wed Feb 02, 2011 4:21 am

Sweet! I like how the noise added in the texture makes it so realistical! Reminds me of how a noise map (made by Koldorn, if I'm not wrong) changed completely the LOD textures in Oblivion - sometimes the most innovative techniques are also the simplest! :)

Could you please post your settings as well (AA, AF, mip-maps, etc.)? The pavement ground texture looks awesome and it looks so smooth and clean it makes me really curious about details (other than the technique you used, of course! ;)).

Btw, check out the date on the update... ;)

Cheers,
PKR.



I actually didn't use a noise map on these ... though I def I have on other textures ... the effect of this method looks kind of the same but I never could get it quit right with a noise map.



My MGE settings: AA=0 AF=16 mipmap bias=0 Resolution 1920 x 1080


One of these day I plan to make a tutorial ....... but the tutorial is harder to make that the textures :D
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Kelsey Anna Farley
 
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Post » Wed Feb 02, 2011 5:11 am

im not trying to start anything here. just an opinion. but all the screens im seeing look like the textures have static to them. like an old television. like using a image viewer and having increased the sized and it loses alot of its clarity. i dont get alot of warmth from the imagery either. kinda flat 2d feel like im looking at a windows 95 game. it just seems to be missing something is all. color doesnt strike me as being bad even though its not my cup of tea. tones seem alil clashy. castle tones dont seem to match the rocks they'd have made the castle out of etc. i dunno maybe its just me.

what can be done? well its assuming dark see's what i do. afew to many tiger bumps and ridges on 2d textures to fudge a 3d look that doesnt seem to do it. the lighting seems to make it more apparent maybe?

i dont think its bad, just seems flat and the tiger shade effect to make bumps and ridges doesnt do anything for the textures.

edited to mention, i use alot of yer replacers. so its not as if i dont have a basis for comparison and just crapping on this newer stuff. older stuff looks great. these...well not so much. hope you have many more mods, as i do like yer work =)
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Ymani Hood
 
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Post » Wed Feb 02, 2011 8:02 am

im not trying to start anything here. just an opinion. but all the screens im seeing look like the textures have static to them. like an old television. like using a image viewer and having increased the sized and it loses alot of its clarity. i dont get alot of warmth from the imagery either. kinda flat 2d feel like im looking at a windows 95 game. it just seems to be missing something is all. color doesnt strike me as being bad even though its not my cup of tea. tones seem alil clashy. castle tones dont seem to match the rocks they'd have made the castle out of etc. i dunno maybe its just me.

what can be done? well its assuming dark see's what i do. afew to many tiger bumps and ridges on 2d textures to fudge a 3d look that doesnt seem to do it. the lighting seems to make it more apparent maybe?

i dont think its bad, just seems flat and the tiger shade effect to make bumps and ridges doesnt do anything for the textures.

edited to mention, i use alot of yer replacers. so its not as if i dont have a basis for comparison and just crapping on this newer stuff. older stuff looks great. these...well not so much. hope you have many more mods, as i do like yer work =)



I guess you won't be using any of these then
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Bellismydesi
 
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Post » Wed Feb 02, 2011 4:04 am

I remember that you use very high definition texture (often up to 1024x1024), thus I wonder if you could estimate any fps hit caused by a complete set of very large textures on vanilla Morrowind? (sorry if the question has already been asked!)
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Chrissie Pillinger
 
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Post » Wed Feb 02, 2011 9:24 am

I remember that you use very high definition texture (often up to 1024x1024), thus I wonder if you could estimate any fps hit caused by a complete set of very large textures on vanilla Morrowind? (sorry if the question has already been asked!)


In my experience there won't be a noticeable FPS hit (unless your PC is ancient ) but the load times between cell may be a little longer.
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Louise Lowe
 
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Post » Tue Feb 01, 2011 10:34 pm

Thank you for the answer. And very nice work BTW!
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Emily Graham
 
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Post » Wed Feb 02, 2011 4:21 am

I actually didn't use a noise map on these ... though I def I have on other textures ... the effect of this method looks kind of the same but I never could get it quit right with a noise map.

Oh, I didn't imply you used a noise map on those - I know you didn't (I rather suspect you used detail maps)! ;) What I was saying is that it remembered me of another mod for Oblivion which dramatically changed the looks of the game by improving the LOD noise map - the effect you are using is just as strong as that!

My MGE settings: AA=0 AF=16 mipmap bias=0 Resolution 1920 x 1080

Wow, no AA and yet such beauty! Very, very cool!

One of these day I plan to make a tutorial ....... but the tutorial is harder to make that the textures :D

Aye, I hear you! It happened the same to me with the bump mapping technique I was promoting almost 2 years ago - I prefered to explain each person how I did things, rather than writting a (hastly) tutorial... :) Nevertheless, I'm truly curious to learn about the method you used, as it gives a very impressive illusion of bumping...

Cheers,
PKR.
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Krista Belle Davis
 
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Post » Wed Feb 02, 2011 1:20 am

VERY nice... love the latest balmora screens, looks so much more like what balmora should be.
definitely remind me to download when you finish these :D
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Francesca
 
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Post » Wed Feb 02, 2011 5:32 am

update
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Hot
 
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Post » Wed Feb 02, 2011 8:07 am

Beautiful! The stonework looks amazingly dimensional! :goodjob:
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Sara Johanna Scenariste
 
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Post » Wed Feb 02, 2011 8:35 am

Besides the usual "awesome", I'd have a minor observation to make: I think there is a bit of difference between the sharpness of the stone walls and the plaster (best observed http://i61.photobucket.com/albums/h61/TheDarknut/MGEScreenshot101-3.jpg). Probably in game in looks different, but in the screenies the stonewall stands out more than the plaster (btw, I love that plaster!).

Also, I don't know if it is still WIP or finished, but the thatch can use some of the bumpy effect you used on the other textures. A couple of years ago I used a simple Craquelure filter on most of the Bloodmoon textures (plus upping the resolution) and I remembered the snow-covered thatch looked great (at least for a 5 seconds job :D)...
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Maria Garcia
 
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Post » Tue Feb 01, 2011 10:04 pm

im not trying to start anything here. just an opinion. but all the screens im seeing look like the textures have static to them. like an old television. like using a image viewer and having increased the sized and it loses alot of its clarity. i dont get alot of warmth from the imagery either. kinda flat 2d feel like im looking at a windows 95 game. it just seems to be missing something is all. color doesnt strike me as being bad even though its not my cup of tea. tones seem alil clashy. castle tones dont seem to match the rocks they'd have made the castle out of etc. i dunno maybe its just me.

what can be done? well its assuming dark see's what i do. afew to many tiger bumps and ridges on 2d textures to fudge a 3d look that doesnt seem to do it. the lighting seems to make it more apparent maybe?

i dont think its bad, just seems flat and the tiger shade effect to make bumps and ridges doesnt do anything for the textures.

edited to mention, i use alot of yer replacers. so its not as if i dont have a basis for comparison and just crapping on this newer stuff. older stuff looks great. these...well not so much. hope you have many more mods, as i do like yer work =)



That's a lot of knowledge for a creative project. You do seem to have an insight onto how you yourself would make textures and as a texture maker we will welcome your W.I.P. on a world texture project. Creativity is the key to great work.
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Cat Haines
 
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Post » Wed Feb 02, 2011 9:23 am

update
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Add Meeh
 
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Post » Wed Feb 02, 2011 12:22 am

Nice work!
Keep it up!
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jadie kell
 
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Post » Wed Feb 02, 2011 3:46 am

I realize that this might be a ways off but will you make normal maps and such for these when a new engine is made be it crystal scrolls or openmw?
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Jonathan Egan
 
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Post » Wed Feb 02, 2011 10:47 am

I realize that this might be a ways off but will you make normal maps and such for these when a new engine is made be it crystal scrolls or openmw?


of Course
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Kevin S
 
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Post » Wed Feb 02, 2011 4:16 am

I say this is really nice! Some part of your re-texture extremly fine! my rate is 9/10
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Brad Johnson
 
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Post » Wed Feb 02, 2011 8:36 am

Very nice textures, if it wasn't for your re textures, I prolly wouldn't be playing morrowind :)
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Love iz not
 
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Post » Wed Feb 02, 2011 6:38 am

Beautiful work as always DK, keep it up! :goodjob:
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Sophie Miller
 
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Post » Wed Feb 02, 2011 6:13 am

Hey Darknut,

I must say. I really love most of these textures. Especially the latest stuff.
I only have doubts about the imperial fort-, the rippled ashland-(from the very beginning) and the half-snowy Solstheim (the snow!!) -textures so far. They differ much more from the Bethesda-textures than the rest.
From looking at your first screens I realise that your imperialfort-texture already had an overhaul and thus I hope I'm not sounding discouraging when saying that I would currently still prefer other imperial retexturings. :stare:

Other than that your stronghold-textures are really really great, as are your Hlaalu- and your Daedra-ruin-textures (if those daedra ruins are already retextured). And other stuff too.

Since you are basing all your textures on the vanilla-ones... I thought it would be cool for many, including myself, if you tried to stick to the vanilla textures regarding color scheme and saturation as much as possible. What I hate about many textures is how they change the feeling of Morrowind by altering the pre-existing color scheme. My favorite example in this connection is the imperial wooden door texture which is originally a mix of green and gray but is changed to a deep brown by many (if not all) of the availible retexturings.

I'm a fan of what you're doing. I have even tried to imitate you by doing something similar with one of the TR-textures. Look. http://i52.photobucket.com/albums/g23/Worsas/indbalgranite.jpg http://i52.photobucket.com/albums/g23/Worsas/indbalgranite_highres.jpg

I wished you would only extend the vanilla-textures to make visible what was hidden before, as you have done with all your equipment and creature-textures. ;)
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Britney Lopez
 
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Post » Wed Feb 02, 2011 6:50 am

half-snowy Solstheim (the snow!!)

Yeah, that "snow" really looked awkward...

But otherwise, as always, great work! :goodjob:
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Victoria Bartel
 
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Post » Tue Feb 01, 2011 11:35 pm

Hey Darknut,

I must say. I really love most of these textures. Especially the latest stuff.
I only have doubts about the imperial fort-, the rippled ashland-(from the very beginning) and the half-snowy Solstheim (the snow!!) -textures so far. They differ much more from the Bethesda-textures than the rest.
From looking at your first screens I realise that your imperialfort-texture already had an overhaul and thus I hope I'm not sounding discouraging when saying that I would currently still prefer other imperial retexturings. :stare:

Other than that your stronghold-textures are really really great, as are your Hlaalu- and your Daedra-ruin-textures (if those daedra ruins are already retextured). And other stuff too.

Since you are basing all your textures on the vanilla-ones... I thought it would be cool for many, including myself, if you tried to stick to the vanilla textures regarding color scheme and saturation as much as possible. What I hate about many textures is how they change the feeling of Morrowind by altering the pre-existing color scheme. My favorite example in this connection is the imperial wooden door texture which is originally a mix of green and gray but is changed to a deep brown by many (if not all) of the availible retexturings.

I'm a fan of what you're doing. I have even tried to imitate you by doing something similar with one of the TR-textures. Look. http://i52.photobucket.com/albums/g23/Worsas/indbalgranite.jpg http://i52.photobucket.com/albums/g23/Worsas/indbalgranite_highres.jpg

I wished you would only extend the vanilla-textures to make visible what was hidden before, as you have done with all your equipment and creature-textures. ;)



All of this is a work in progress & a lot of this will prob change by the time its done.

I'm trying to be true to vanilla textures palettes ..... but to get the look I'm after I had to fudge a bit here & there ... that's just the way it is.

I'm almost done with all the ground textures for MW & expansions & yes the snow in bloodmoon is different than the screens that are posted.

I'm actually pretty close to releasing the first module ... most likely bitter coast.
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Clea Jamerson
 
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Post » Wed Feb 02, 2011 12:40 am

Update ..more screens
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Rachie Stout
 
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Post » Wed Feb 02, 2011 1:13 am

Wow, really cool shots, Darknut.
P.S. But here: http://i61.photobucket.com/albums/h61/TheDarknut/SN03a.jpg wood looks like a bit strange.. Hm..
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Gill Mackin
 
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