Good quality skin textures

Post » Sun Aug 08, 2010 10:17 pm

Does anyone know how to add details to skins (better bodies) e.g. tattoo and stop the details from getting blurred or just looking weird if they have been sharpen too much
(Saved as DXT-3, enlarged the BB psd file to about 512x512)
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Assumptah George
 
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Post » Sun Aug 08, 2010 6:06 pm

well just edit the tattoo and make sure you have an apha(transparent)channel. scale it. copy and the paste on bb skin. place where you want and anchor it. and the if it looks to stand out too sharp. zoom in and blur edges with a small brush. i usually save as tga first and the reload and covert to dds. because i use gimp. and when i save as dds it save all layer diff. and then wont work.
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BaNK.RoLL
 
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Post » Sun Aug 08, 2010 11:16 am

It doesn't hurt to start with the PSD file, either. I'm running 2048x2048 ultra high-res textures on my half-elf race, and you can practically kiss them before you notice any blurring. :)
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BrEezy Baby
 
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Post » Sun Aug 08, 2010 10:07 am

It doesn't hurt to start with the PSD file, either. I'm running 2048x2048 ultra high-res textures on my half-elf race, and you can practically kiss them before you notice any blurring. :)


Morovir, using your same methods, can you also do that with Westly's http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6825? Like, ya know, make them 4096x4096 or 8192x8192 or whatever.
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NEGRO
 
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Post » Sun Aug 08, 2010 2:08 pm

Morovir, using your same methods, can you also do that with Westly's http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6825? Like, ya know, make them 4096x4096 or 8192x8192 or whatever.


You can, but at a certain point, you will end up with the too much blur at normal resolutions. Even with the best upscaling algo, you get blurring. As such, you really want to stay as close as possible to the native resolution of the source material.

I had to do some restoration work to get them to look good at the resolution I'm using. I was primarily interested in implementing race specific bodily features, and I was starting from high-res sources.

Also, beyond about 2048x2048, you really don't notice the different - but you sure as heck do notice the fps loss in crowded rooms.
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Noraima Vega
 
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Post » Sun Aug 08, 2010 2:28 pm

Algo meaning "algorithm"?

Yeah, I think Westly did a great job with his retextures. I think for a game like Morrowind, making them any higher polycount wouldn't make much of a difference any ways.
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Jeremy Kenney
 
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Post » Sun Aug 08, 2010 10:36 am

mispost.
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Crystal Clarke
 
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Post » Sun Aug 08, 2010 10:19 am

Morovir, using your same methods, can you also do that with Westly's http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6825? Like, ya know, make them 4096x4096 or 8192x8192 or whatever.

sniff Hi res textures but... for women! :facepalm:
any Hi res textures for men? please :bowdown:
:D
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Karine laverre
 
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Post » Sun Aug 08, 2010 1:05 pm

Algo meaning "algorithm"?

Yeah, I think Westly did a great job with his retextures. I think for a game like Morrowind, making them any higher polycount wouldn't make much of a difference any ways.


Textures are made up of pixels. :wink_smile:

Anyway, 2048 is already quite high res for any game. 4098 would be overkill and 8196, well its just not really worth going so high res. You probably wouldn't even notice a difference after 4098, hell you probably wouldn't notice much difference from 2048 to 4098. What would be nice I think for bodies would be a normal and spec map, if we could use spec maps that is. :(
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Mrs. Patton
 
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Post » Sun Aug 08, 2010 10:08 am

Unless you're close enough (in game) to see the actual full sized texture rendered instead of a mipmap you won't notice much difference between very hi-res ones and smaller ones.

Back to the tats...where you place them on the body will also influence how they look. Curved areas can distort them quite badly and there is no real help for it..makes it hard to do large elaborate ones but smaller tats can come out nice if placed properly.
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T. tacks Rims
 
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Post » Sun Aug 08, 2010 5:33 pm

Btw, would it be possible to icrease the degree of zooming in ingame somehow, so one coold see more details???


TheDaywalker :rock:
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Heather beauchamp
 
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Post » Mon Aug 09, 2010 2:30 am

Your save format is important to detail. When I've had to make textures, I used one of the higher-resolution formats (not a DXT, but an uncompressed RGBA 16bpp format, the highest MW supports). The difference in smoothness between 8 and 16 bpp is easily visible, almost as much as 4 to 8. But, 8 is the usual standard for anything but HDR textures, so you can just use that.

Something you may want to try, if you can, is to use NifSkope to export the BB mesh as an Obj or 3DS format, then open that in DeepPaint and paint your tattoo there. You'll get much less stretching and more precision. You can then export it as a Targa or other image and use it straight in MW (Max, DeepPaint, Photoshop and NifSkope make an excellent toolchain for MW).
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Andrea P
 
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Post » Sun Aug 08, 2010 7:47 pm

sniff Hi res textures but... for women! :facepalm:
any Hi res textures for men? please :bowdown:
:D


Haha, whatever you do, dont say that around the Oblivion mod forum, your liable for flameing, its in the small print. "only highly sixulised women's armor and clothing only, anything else, is homosixual"
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Pawel Platek
 
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Post » Sun Aug 08, 2010 9:54 pm

Haha, whatever you do, dont say that around the Oblivion mod forum, your liable for flameing, its in the small print. "only highly sixulised women's armor and clothing only, anything else, is homosixual"

yes and it is really damage which nobody deals with embellishing the male character :confused:

please no matter who : High res texture for men! :mohawk:
:cookie:
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Claire Vaux
 
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Post » Sun Aug 08, 2010 3:39 pm

Well, I made some male textures and so did Slof; the boyos are not negelected as they might seem to be ;) . They may not be solely based on photos, but they are high rez (the Extra High Rez textures that Cap and I made are not just photo's either).
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Michelle davies
 
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Post » Mon Aug 09, 2010 1:31 am

Something you may want to try, if you can, is to use NifSkope to export the BB mesh as an Obj or 3DS format, then open that in DeepPaint and paint your tattoo there. You'll get much less stretching and more precision. You can then export it as a Targa or other image and use it straight in MW (Max, DeepPaint, Photoshop and NifSkope make an excellent toolchain for MW).

Blender also has projection paint. Not as fancy as zbrush or deeppaint, but pretty good. There's also blacksmith 3d paint which has a limited free version, it's not too bad either.

PS If you're starting from psds with the textures, it's often a good idea to use the muscle/highlight layers over the top of your tat - a very easy way to make it look like it's part of the body not floating on top.
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Daniel Holgate
 
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Post » Sun Aug 08, 2010 5:37 pm

Additional details:
I am using a tribal tat brush in Photoshop and popping that onto the skin texture
The tat looks fine up close but from afar it looks blurry and strange whereas kalikut's henna tats, for example, look fine in the distance

Thanks for the help so far, sorry for bumping a week old thread
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Maeva
 
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Post » Sun Aug 08, 2010 4:29 pm

Additional details:
I am using a tribal tat brush in Photoshop and popping that onto the skin texture
The tat looks fine up close but from afar it looks blurry and strange whereas kalikut's henna tats, for example, look fine in the distance

Thanks for the help so far, sorry for bumping a week old thread


Could be because of the mip maps. Sorta hard to tell without seeing it really.

Also if you go to cgtextures.com> Tutorials> and then scroll down you will find a nice simple tutorial about using "Blend if." Its a very useful tool and would probably work quite well with tattoos.
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Len swann
 
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Post » Sun Aug 08, 2010 9:33 pm

Well, I made some male textures and so did Slof; the boyos are not negelected as they might seem to be ;) . They may not be solely based on photos, but they are high rez (the Extra High Rez textures that Cap and I made are not just photo's either).


ae these high res men releced anyware as i wasnt aware of these?
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Rachel Tyson
 
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Post » Sun Aug 08, 2010 10:04 pm

Planet Elder Scrolls (mine is in the "Fit Bodies" pack and Slof's might still be there in replacer form [if not, though, they are there in resource form]) :D.
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April
 
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Post » Sun Aug 08, 2010 10:12 pm

Planet Elder Scrolls (mine is in the "Fit Bodies" pack and Slof's might still be there in replacer form [if not, though, they are there in resource form]) :D.


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5635, by Westly.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2788, by Thejameslehman.

Did a research in Tesnexus and ElricM but could't find Slof's :(

And no, men are not neglected in MW, but women are far more beloved.
Man playing woman, man modding for woman, that's life.
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c.o.s.m.o
 
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Post » Sun Aug 08, 2010 10:37 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5635, by Westly.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2788, by Thejameslehman.
I wish those were higher resolution. :[
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Monika
 
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Post » Sun Aug 08, 2010 6:41 pm

You can, but at a certain point, you will end up with the too much blur at normal resolutions. Even with the best upscaling algo, you get blurring. As such, you really want to stay as close as possible to the native resolution of the source material.



This is why newer games have separate larger textures just for 'detail mapping' up close. Mass Effect uses this method to keep the player from seeing blurred textures when right up next to an object. Wish there was a way to do that with Morrowind.
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Mrs shelly Sugarplum
 
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Post » Sun Aug 08, 2010 10:02 pm

This is why newer games have separate larger textures just for 'detail mapping' up close. Mass Effect uses this method to keep the player from seeing blurred textures when right up next to an object. Wish there was a way to do that with Morrowind.

Um, there is. Morrowind natively supports multiple UV maps and detail textures. It's underused, but it's possible. Someone helped me setup a mesh for it a while back, but I cannot remember who.
Basically, you just put two sets of UV coords on at a smaller frequency and highly tiled, then make a detail texture. The colors in the detail texture modulate the original texture (not sure as to the exact formula). I know Westly has used the technique before, for his Golden Saints, so he may be able to help out.
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David Chambers
 
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Post » Sun Aug 08, 2010 8:09 pm

Um, there is. Morrowind natively supports multiple UV maps and detail textures. It's underused, but it's possible. Someone helped me setup a mesh for it a while back, but I cannot remember who.
Basically, you just put two sets of UV coords on at a smaller frequency and highly tiled, then make a detail texture. The colors in the detail texture modulate the original texture (not sure as to the exact formula). I know Westly has used the technique before, for his Golden Saints, so he may be able to help out.

That was me. Hello ;)

We had a pretty nice session of brainstorming projections, transparencies and multiple uvs.
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Teghan Harris
 
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