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Gamwich

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Everything posted by Gamwich

  1. Yeah, I don't know what happened to him . I haven't seen any activity from him on the ENB site either, so it's not just Nexus. Maybe he's on holiday, I don't know
  2. Thanks..... I clicked on the wrong thread when I posted that before.
  3. Probably would've helped if I had posted it in the right thread.
  4. There is now a video by Supertin showcasing my clothing textures... https://youtu.be/QZYqlb5JJ5I
  5. Just a comment regarding fonts in general. For body text, a serif font is best, since the little "feet" of the characters create a visual line, which allows the eye to more easily scan across the page and not lose its place. Sans serif is mainly used for headlines, and smaller highlighted blocks of text. Creating a typeface yourself is not a simple matter, despite the fact that the tools can be used by anyone. Sovngarde is based on the Skyrim title font, which is not the ideal thing to be used for body text. The requirements for a title are very different from something that will be read in lines of copy. There's a reason why there's a separation between web fonts and print fonts. Many fonts that function well in print do not hold up as well at screen resolutions. Obviously, people are using higher resolution screens than they used to, but the distinction still holds for the most part. None of this is said to detract from the work that the author did. Making a font and all the details that must be considered in the process is not a small thing.
  6. I tried it as a replacement for Fertigo myself, but unfortunately despite it's "lore-friendly" appearance, it's not as legible in game. The horizontal width feels a bit condensed, and that doesn't help with readability. I like it stylistically, but in the end, what matters most if how practical a font is for it's intended use.
  7. I revised it a bit more from the version that you downloaded. The normal map has some subtle changes, and the spectral layer lets more light through to the mortar part of the texture as well. I think I'm done playing with it for now.
  8. Update: Version 2.5 is now available with revised 500 Wall textures: RUSTIC MONUMENTS and TOMBSTONES
  9. Just a heads up.... RUSTIC CLUTTER COLLECTION has been updated with the 2.0 version of RUSTIC SILVERWARE, and the SMIM tankards textures have been updated as well. See the mod page for the details. RUSTIC CLUTTER COLLECTION
  10. I alerted the Vampire.... The situation has been dealt with.
  11. Can't be much worse than people stealing my textures on Nexus in order to get on Hot Files. :>:(:
  12. Apparently, some people find the idea of trapped souls creepy..... Imagine that?
  13. SoonerMagicEE, Those are some good reference photos that you found. Yes, my take was more along those lines. As far as the shine goes, that's easily controlled by how light (or dark) the spectral mask is in the normal map. For more shine, you just need a lighter alpha layer. Simple enough to adjust.
  14. I made those quite some time ago, and the tools at my disposal aren't what I use now. A cleaner version, for those who want it, is easily enough done. Here's a cleaner take on the textures that I just whipped up.... give them a spin, if you like. Edit: I went ahead and revised the original mod. RUSTIC SILVERWARE 2.0
  15. Exactly...... what we need now are twinkling animations for circlets. When you add enchantments. they pulse with power.
  16. If Kajuan wasn't a friend, I'd vote yes. But since he is, I'll vote yes anyway.....Yep, there goes my integrity.
  17. Thanks for adding that quote, Vrugdush.... saved me the trouble. Yes, I figured that in Skyrim, it would be a hammered technique, as the forges of Skyrim as quite basic and crude. It's hard to imagine that the metal work would be that fine, at least what the Nords were making. Elves and other races are a different matter. The Nord armor is pretty basic and rough looking in the game, so I didn't figure their other metalwork would be that much different. And in the end, it's a rather imperfect exercise to compare between what existed in our world, and what exists in Skyrim (a fantasy world made up of many things both real and imagined). Remember, RUSTIC CLUTTER COLLECTION is just that, a collection of my various RUSTIC texture mods for clutter objects. I put it together for people who requested everything, but that doesn't mean everyone will agree with all my stylistic choices. Many of the items can still be gotten individually.
  18. If either of you would care to test them out, I revised both the diffuse and normal map of the 500 Wall. It should look more like the vanilla values, just a lot more detail. Edit: File deleted since mod has been updated
  19. Best male skin textures for Skyrim, hands down.... the feet still need a little work.
  20. Blasphemy!!! It's people like that who take all the fun out of the game.
  21. How a lighter mortar background could look: 500wall_Comparision by Gamwich, on Flickr Click on link for full size view Much closer to the vanilla values.
  22. You have to take into account how the textures are seen in the game. The wall mesh is very large, and the corridor they are located in is quite narrow. Therefore, you normally only see a section of the wall at any given time as you walk past in game. You actually have to stop and study the wall for the repeats to be obvious. That's no different than most architectural textures in the game. A stone wall has an obvious repeat for instance. When you consider that that wall is called the "500" wall after the followers of Ysgramor, then you quickly come to terms with the fact that there are no where near 500 stone markers on that wall. After that, the repetition doesn't seem like a big deal. The entire thing is just an impression, not an accurate depiction.
  23. And herein lies the problem with a open discussion like this. I can explain why I made the practical and aesthetic choices that I did, and why I think they make sense in comparison to the vanilla textures. That is all fine. However, when you bring in the work of other mod authors, then it's no longer fair for me to debate the virtues of my textures versus another author when they aren't here to do the same. And if they were here to discuss them, then it would be worse, because you'd have one mod author pitted against the other, and nothing good can come from that. Therefore, I can only rightfully discuss my work in reference to Bethesda's textures.
  24. The repeating isn't something you could fix without changing the entire mesh. I believe someone did make a mod like that. Don't know about the quality of the textures though. Part of the reason the vanilla is lighter isn't the diffuse values, it's the fact the normal map is more reflective. Too much really, as the stone looks plastic in the vanilla lighting. Anyway, lightening the mortar isn't really an issue. It can be done easily enough.
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