About this image
I'm almost done with the exteriors of farm buildings (one wooden wall left, and sheepfolds). Time to move on to interiors.
Every building comes with brand new textures that look more or less like vanilla, but in enhanced quality, and the major characteristic of this upcoming mod is complete overhaul of UV maps. No more stretched, blurry, or mismatched textures. Stay tuned.
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I would have attempted to express my excitement about the apparent quality of the textures, but, you know, thread necromancy is being frowned upon.
So, it seems that Necro-Necromancy undoes Necromancy. Interesting...
As it happens, I've got a bit more time at my hands these days, and am also occupying myself with Oblivion related things, like, right now. Nonononono, fear not, I'm not going into the Art department. That won't work.
From the image description: "I'm almost done with X." - Hah! I know that quote by heart.
I will definitely check in more often in the days to come.
See you! n_n
...noted.
I didn't just desaturate the image, run a normal map filter on it, and voila (in this method every bright colour is "protruding" and dark colours are "sinking". It's completely unrelated to real life look, and creates all sorts of visual glitches!). Instead I cut out every detail and hand-make a multilayer normal map where things that should stick out do really stick out, and depressions are exactly where they should be, irrespective of their colour.
But of course if someone wants to add great displacement to these textures, I'll be more than happy to send them all files that may be useful (but I wish they didn't intend to simply remove black colour from the diffusion map and say it's POM - in this case I'd be rather dubious of such effort).
Keep in mind, though that making a normal maps is the most time-consuming part of this mod (next to remapping UV layout), and making a really good displacement map will take just as much time and patience. (Well, maybe a little less since I already split these diffusion maps into "depth layers".)
I'm still debating whether I should make new ones - these textures are used in the stone base of two types of houses, and in stables. But they're shared by regular stone walls, and I guess almost everyone already has their favourite texture for that, and they would be reluctant to part with it. (Although it's only my impression, and I may be wrong.)
Alternatively I could change the paths in these house models so that they point to a new custom texture with a different name than the one used by stonewalls.
What do you think would be better?
I like the second alternative, it will suit to people who doesn't want to change their stonewalls and maybe you could also provide, as an option, this custom texture you made (for the house) for these stonewalls so that everyone is happy :p
I've already thought I should do the same with textures shared between various cities - so that they don't interfere with other overhauls. I'll merge them gradually, as I progress with other types of architecture,,,