vfxninjaeditor Posted June 19, 2013 Posted June 19, 2013 Hey guys, sorry for bringing this thread back. I am the author of the High Definition Ivy. I have been reading your posts. Thanks for the critique (even though I had to find it myself). :) I am very willing to make edits to the texture. I have left it the way it is purely because no one has suggested that it needs any work. What do you guys suggest? I am thinking; more depth - less flat - faking shadow or AO, variants - healthy/green, vanilla, dead, etc. For the vanilla version I will go back and add some of the dead leaves that were mentioned. I just need confirmation that people would like me to do this. Let me know!
CaBaL Posted June 21, 2013 Posted June 21, 2013 2k texture.... ivy something is strange looking these words toghether... 512X512 and eventually uncompressed normal maps or 8888 argb 32 unsigned..(same vram of a 1k file compressed and much better results). makes much more sense.... yeah.... i know i'm the usual....well you know what... :)
Aiyen Posted June 21, 2013 Posted June 21, 2013 Yeah altering the texture to a less memory intensive one is on my todo list.... so many other textures to individually alter so they fit my preference. DDSopt only does a "that" good a job, and sadly not on every single texture. Will most certainly try out your suggestion there CaBal!
CaBaL Posted June 21, 2013 Posted June 21, 2013 this thing of smaller but uncompressed normal maps can be extremelly usefull ...in case f fur...organic textures... herbs and so... in example one of the biggest problem of low res normal maps (and for low res i mean small files... not bad files) is the banding... that sort of little squares extremelly visible...uncompressed normal (tga) or that compression posted above...wich is lossless... do not have such problem.... so basically...a 512 normal uncompressed gives better results than a 1024 ddsdxt5 (but got a better specular... smaller but without arifacts....not a detail) with the use of ddsop and the increased precision of mipmap the trick is done. what we save from ivy terrain flowers and so on in terms of vram and computing can be used for better envmaps in example....i just checked bethesda skyrim envmaps for a recent work....my god ... the sadness
vfxninjaeditor Posted June 21, 2013 Posted June 21, 2013 2k texture.... ivysomething is strange looking these words toghether...512X512 and eventually uncompressed normal maps or 8888 argb 32 unsigned..(same vram of a 1k file compressed and much better results). makes much more sense....yeah.... i know i'm the usual....well you know what... :) Hey man, if you download my texture you can see I did this exactly. The 2K version has a 1024 normal that I saved at 8888 argb unsigned. The 1K version has a 512 normal map at the same uncompressed. I did my research before I made my textures. :)
TechAngel85 Posted June 21, 2013 Posted June 21, 2013 Hey guys, sorry for bringing this thread back. I am the author of the High Definition Ivy. I have been reading your posts. Thanks for the critique (even though I had to find it myself). :) I am very willing to make edits to the texture. I have left it the way it is purely because no one has suggested that it needs any work. What do you guys suggest? I am thinking; more depth - less flat - faking shadow or AO, variants - healthy/green, vanilla, dead, etc. For the vanilla version I will go back and add some of the dead leaves that were mentioned. I just need confirmation that people would like me to do this. Let me know!To be considered for STEP, we prefer direct replacements that are in the style and vision of vanilla. This means if vanilla is green, keep it green. No purple ivy, if there are dead leaves in vanilla then keep the dead leaves, etc. It also means painted textures like vanilla textures are and not real life photos (because these usually look out of place in the game). As for them being "flat", I have no idea what Farlo was talking about there. As long as a vanilla friendly version is available, then there's a good chance it'll end up in testing.
vfxninjaeditor Posted June 21, 2013 Posted June 21, 2013 To be considered for STEP, we prefer direct replacements that are in the style and vision of vanilla. This means if vanilla is green, keep it green. No purple ivy, if there are dead leaves in vanilla then keep the dead leaves, etc. It also means painted textures like vanilla textures are and not real life photos (because these usually look out of place in the game). As for them being "flat", I have no idea what Farlo was talking about there. As long as a vanilla friendly version is available, then there's a good chance it'll end up in testing. Okay, makes sense. I have a vanilla style texture included on my page. I don't know what you mean by 'purple ivy' because I never made one like that. haha. As for the leaf shape, it can never be like the vanilla leaf shape. I have never seen ivy with that particular shape so I can stay close to vanilla with the color, but that's about it. Painted textures would be technically incorrect. Many, if not all of the landscape/nature related textures in vanilla are based off of real photographs - Bethesda just does a really good job of making them look like crap. :) Many other textures in the game were also hand painted, which I am incapable of. Not to mention, the texture packs you already have included in STEP use lots of textures that were made from real life photos. I will work on the texture and make it better. I will have to work with real photographs though - it many cases I find it much easier if you have substantial material to start with. Thank you for your feedback! Hopefully I can make something that works for everyone.
TechAngel85 Posted June 21, 2013 Posted June 21, 2013 As long as it looks good and in a vanilla style, then it's all good. Not at the moment, but sometime next month (most likely) the staff will be going through and gathering some mods up for testing for 2.3
DoYouEvenModBro Posted June 21, 2013 Posted June 21, 2013 Author has a 1k version for those of you worried about 2k. Also, doesn't treesHD already contain ivy textures? Either that or SFO.Â
vfxninjaeditor Posted June 21, 2013 Posted June 21, 2013 Author has a 1k version for those of you worried about 2k. Also, doesn't treesHD already contain ivy textures? Either that or SFO. Nope, neither one has ivy included. That's why I decided to make it. The original had blocky artifacts and just didn't look good. My 1K is twice the size of the original (I use my 1K for playing).
DoYouEvenModBro Posted June 21, 2013 Posted June 21, 2013 Author has a 1k version for those of you worried about 2k. Also' date=' doesn't treesHD already contain ivy textures? Either that or SFO.[/quote']Nope' date=' neither one has ivy included. That's why I decided to make it. The original had blocky artifacts and just didn't look good. My 1K is twice the size of the original (I use my 1K for playing).[/quote']Oh, damn. The original looked pretty good though. Obviously yours looks better but I was sure that the original I was seeing was part of one of the STEP mods.Â
CaBaL Posted June 21, 2013 Posted June 21, 2013 2k texture.... ivysomething is strange looking these words toghether...512X512 and eventually uncompressed normal maps or 8888 argb 32 unsigned..(same vram of a 1k file compressed and much better results). makes much more sense....yeah.... i know i'm the usual....well you know what... :)Hey man, if you download my texture you can see I did this exactly. The 2K version has a 1024 normal that I saved at 8888 argb unsigned. The 1K version has a 512 normal map at the same uncompressed. I did my research before I made my textures. :)i checked your textures...and that's why i've been speaking about lossles compression...you did right... but i do a cuirass with 1024 uncompressed normal...a weapon that you see in first person all the time...for other things stick on 512,256,128 with a good specular.... is anything you really need....just my opinion
DanimalTwo Posted June 21, 2013 Posted June 21, 2013 It is nice to see to original mod authors for the mods I use around these parts.
statmonster Posted June 21, 2013 Posted June 21, 2013 It is nice to see to original mod authors for the mods I use around these parts.True - but I can't help but think that CaBal's time would be more productively spent putting the finishing touches on his upcoming Ebony retexture! :)
vfxninjaeditor Posted June 21, 2013 Posted June 21, 2013 i checked your textures...and that's why i've been speaking about lossles compression...you did right... but i do a cuirass with 1024 uncompressed normal...a weapon that you see in first person all the time...for other things stick on 512' date='256,128 with a good specular.... is anything you really need....just my opinion[/quote']Basically, what you are saying is for my 2K ivy I should use a 512 normal? 1K = 256 normal? I will do that and see how it looks once I remaster the whole texture. Thanks for the advice manIt is nice to see to original mod authors for the mods I use around these parts.No kidding, I am really enjoying these forums. Lots of cool and knowledgable people to talk with. :)
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