I think it's very much in poor taste to use an AI generated thumbnail, not only at all, but especially since your mod is an asset replacer. It feels deceptive and disingenuous. Which is incredibly odd since the actual content of the mod looks great, you could've just had a screenshot of the actual content as the thumbnail.
You could just have a raw screenshot. Or spend less than 10 minutes in any free photo editing software and add the title to it to catch peoples eye.
It's not that serious! I think the picture looks pretty and thats it, I wont be using AI for future mods anyway but I don't owe you or anyone not using AI for a thumbnail on free content for a game.
It is pretty, but I would just think about if the picture can be confused with a screenshot. I clicked and then felt a little disappointed that your mod is different from the thumbnail even though your textures are some of the best the game has ever had. It's valid feedback to consider how to best present what it is you are sharing without being misleading, which you obviously weren't trying to do because of all the screenshots showing what the mod looks like.
I made it a rustic style picture so it looks like the other thumbnails that mods use here on nexus, cause I liked the way those looked. And fidelity and style wise the imperial fort in the AI pic is worse than the textures in this mod. I've been using screenshots as my thumbnails for like a year or 2 now and wanted to try something new. I do not have any plans to remove the thumbnail, though future mods will have screenshots such as the mods I have already released after this one
you are nit picking. thats not poor taste. ITS MARKETING. its an artistic mural to represent the work done here. its eye catching. there are plenty of images there to show you what the download looks like.
my advice to SaintJOB would be not to change a thing.
If it was marketing, it's an awful choice since AI artwork is incredibly obvious and puts a lot of people off No one's claiming the author needs to change it and I think he took the original comment to heart for some reason, it's just an odd choice to make when the mod itself looks good like he said, it's not that serious even if he took it abit seriously himself
Hmm, I would have to say no, as a lot of PBR textures are specially adapted for their diffuse and parallax textures. But maybe you could salvage some of them, a texture pack like this doesn't really use PBR that much anyway, as bricks and rocks should be rough and non metallic
I really don't like the green stains everywhere in the walls, could you make a version where it's removed? I prefer clean walls please, thanks. A few green stains here and there is okay, but they are everywhere
Are you planning on covering atlas meshes too? If not, do you give permission for a patch? Project Atlas is in pretty much everyones load order so would be good to have support for it, as your textures are amazing. Either way, looks great.
In my very heavily modded game Project Atlas makes almost no difference for me in performance plus it's incompatible with everything. So I just nuked it from my load order.
Source means before you saved them as .dds files, as that compresses them. If you only keep your dds files, it's good practice to also keep an uncompressed copy of them in the form of .png or .bmp, if any editing needs to be done in the future. It's especially noticable on the normalmaps. You're textures are fantastic and it would be a shame if they were ruined through repeated compression.
Tried making an atlas patch now. Took a while and ended up not working due to I assume weird unwrapping on atlas meshes so the parallax is all weird, unless I made a mistake when saving the normals.. Edit: Turns out the atlas meshes just don't work well with parallax. So here's the patch I made, but the atlas meshes will have regular normal maps, without the parallax. Vanilla meshes will still have parallax. SaintJ's Imperial Fort Replacer - ATLAS (Google Drive)
Is it just my imagination, or do the round towers have bigger stones than the walls? Well, and those larger stones definitely look better, especially when viewed from afar - at least in the screenshots.
This is an imperial fort replacer so no, it overrides the same textures as any imperial fort replacer (unless you mean a mesh mod or an esp mod in which case should be compatible, just replaces vanilla textures)
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You could just have a raw screenshot. Or spend less than 10 minutes in any free photo editing software and add the title to it to catch peoples eye.
my advice to SaintJOB would be not to change a thing.
No one's claiming the author needs to change it and I think he took the original comment to heart for some reason, it's just an odd choice to make when the mod itself looks good
like he said, it's not that serious even if he took it abit seriously himself
A few green stains here and there is okay, but they are everywhere
If not, do you give permission for a patch?
Project Atlas is in pretty much everyones load order so would be good to have support for it, as your textures are amazing.
Either way, looks great.
Think you can share the uncompressed source textures?
If you only keep your dds files, it's good practice to also keep an uncompressed copy of them in the form of .png or .bmp, if any editing needs to be done in the future. It's especially noticable on the normalmaps.
You're textures are fantastic and it would be a shame if they were ruined through repeated compression.
Edit: Turns out the atlas meshes just don't work well with parallax.
So here's the patch I made, but the atlas meshes will have regular normal maps, without the parallax. Vanilla meshes will still have parallax.
SaintJ's Imperial Fort Replacer - ATLAS (Google Drive)
Well, and those larger stones definitely look better, especially when viewed from afar - at least in the screenshots.