I apologise for not releasing my next mod Cinematic Ajax armour, I know I'm a lazy bugger, but I will be releasing it soon, I have been inactive for about 2 months now due to school and other unforeseen events, (Mostly just me procrastinating). Cheers Chrono
I just downloaded the Navy version of this in hopes of getting it working on Shepard. I know the body can be used if you use MOAM and equip it, but I have no idea how to get the helmet. I know the only real way is to replace a helmet with the Alliance texture in ME3Explorer, but I have no idea how to go about it. Please help.
EDIT: Eventually got the bastard working. Using the TPF tools to install the texture onto the body, then finding Shepard's N7 Helmet texture and replacing the spec and normal maps with the main clean helmet texture. I uploaded the results.
The armour is a replacer for the Marines armour, in order to use this armour specifically, you will need to either use ME3Explorer to change the mesh of another armour, or install MOAM.
I'm not entirely sure, but if you use ME3Explorer to change Sheps helm texture (make a backup first) it should work, if not look up a tutorial on how to change meshes and switch Sheps helm for the Marine one.
Do alliance npc's also use this HR texture, or is it just an additional armor for Shep (or both)?
Jw, probably won't play single-player for a while so I was curious. Looks great, nice improvement from vanilla. The default tex always bothered me for some reason.
Hey mate, glad you liked it! To answer your question, all Alliance Marines will wear the armor, not always the helmet, however, this will not change pre-rendered cutscenes, such as the shuttles being destroyed when fleeing Earth. But on Mars, Eden Prime, Earth and other areas, the marines will be wearing this armor. Cheers Chrono
I am going to be working on the items in the 'to do' list mainly, however I have thought about doing a retexture of the Ajax armour to make it look like the ME3 cinematic trailer ones.
Cool to see a new texture modder come to the scene! Especially one that is looking to do actual HR retextures =) Your chosen textures look nice and neutral in terms of lighting and your linework is nice and sharp! (pentool?) There are some light repeaters in the blue/greenish stuff, but nothing too distracting. Your normal also looks good.
As for advice I'd try and add back any shading that was present in the original diffuse. It can make a ton of difference as the finished product will look a lot less flat and it often serves to hide texture stretching on movement.
As a note: I would consider using parts of the original normal together with newly generated details when you can. It's not always possible but seeing the original normals were generated using the high poly model we don't have access to you always lose some definition when you generate a fresh one from the diffuse as you have. I'd say it's always worth considering even if it's not always viable as sometimes the normal size just doesn't allow it, which I'm guessing was probably the case here? They tend to be quite stingy with texture size for NPCs so I'm gonna guess the vanilla norm was a 256-256?
I see you haven't included the spec yet, do you have plans to in the future?
Thanks for the tips Ottemis, i will try to use that advice when updating the textures, and for the new ones. As for spec maps, I do have plans to do them, after I finish learning how to do them correctly.
20 comments
Cheers
Chrono
EDIT: Eventually got the bastard working. Using the TPF tools to install the texture onto the body, then finding Shepard's N7 Helmet texture and replacing the spec and normal maps with the main clean helmet texture. I uploaded the results.
Jw, probably won't play single-player for a while so I was curious. Looks great, nice improvement from vanilla. The default tex always bothered me for some reason.
To answer your question, all Alliance Marines will wear the armor, not always the helmet, however, this will not change pre-rendered cutscenes, such as the shuttles being destroyed when fleeing Earth. But on Mars, Eden Prime, Earth and other areas, the marines will be wearing this armor.
Cheers
Chrono
Your chosen textures look nice and neutral in terms of lighting and your linework is nice and sharp! (pentool?) There are some light repeaters in the blue/greenish stuff, but nothing too distracting. Your normal also looks good.
As for advice I'd try and add back any shading that was present in the original diffuse. It can make a ton of difference as the finished product will look a lot less flat and it often serves to hide texture stretching on movement.
As a note: I would consider using parts of the original normal together with newly generated details when you can. It's not always possible but seeing the original normals were generated using the high poly model we don't have access to you always lose some definition when you generate a fresh one from the diffuse as you have. I'd say it's always worth considering even if it's not always viable as sometimes the normal size just doesn't allow it, which I'm guessing was probably the case here? They tend to be quite stingy with texture size for NPCs so I'm gonna guess the vanilla norm was a 256-256?
I see you haven't included the spec yet, do you have plans to in the future?
As for spec maps, I do have plans to do them, after I finish learning how to do them correctly.