11/1/24 Four new textures added, barrel tops and barrel kegs
21/12/23 New textures added for dungeon barrel and crates
2/12/23 New textures for six crates have been added, they look better than shown in the images (scaling them down to fit the size for scerenshots caused the pics to lose detail)
27/11/23 New texture added for the coffin including an alternate version in optionals, the version in main differs a little in style from the vanilla but the vanilla normals will still be fine the alt version is closer to main but IMO not as nice
27/11/23 Two new textures added the middleclass chest and the sack02
25/11/23 Another texture added, the huge barrel (the original wasn't actually that bad but mine is different a little in that it is a fresher wood and metal)
19/11/23 Another set of textures added for one of the low chests
18/11/23 Several more textures for barrels added, more than shown in the pics as I couldn't find their meshes to take images the following are the new textures (ignore arrows my pc does that sometimes but they're not on the textures)
I use gimp (2.8) with a .dds plugin for the textures the normal maps are also made with gimp using the normal map option in filters (inverted colour layers in a combination of varying transparency layers of "4 sample" and "sobel3x3" until the normals look how I want) the meshes in this mod are vanilla but for my other mods with new meshes I use a combination of vanilla meshes (as parts) sculpted in outfit studio and adjusted in nifskope:)
Not the best way of doing it but the only way I understand :D
I see, I use GIMP 2.10, because the UI in 3.0 is disastrously horrible, and Blender for everything else.
I was hoping you'd be using Blender too, since I'm having issues in there, where somehow the armours become stretched everytime I export them.
Also, about the Normal Maps, what you should do is make a Grayscale Heightmap, and also because Oblivion uses DirectX 9 (could use DX12 and it would still be the case, by the way), it probably has the Y height channel inverted, so you'd probably have to do the same for your textures. Basically, if you look at the Normal Map and it looks like, say, the bottle's label is "bumping out", make it look like it's "bumping in" in the texture instead, so it IS actually "bumping out" in the game.
Although, I haven't thoroughly tested this myself, it might be that Oblivion's Normal Maps are correct and have no inverted Y channel, some DirectX games are like that.
I use an old version of gimp because the newer UI is...it's too different in set up to what i'm use to and I struggle adapting to change. I tried out blender awhile back couldn't get past the donut tutorials my brain just can't understand it sadly. I had similar issues making armours and I think it was some issue with bones and weighting but the technical side isn't my strong suit.
I keep meaning to textures with a greyscale heightmap I had a few programs for that for my Skyrim mods a few years back so my textures would look more 3D but I didn't end up doing it for reasons I can't recall now but yeah that's why I invert the textures before I do the normal maps they look wrong if I don't (an issue I have had with other Bethesda games as well) sunken in when they should be out sorta thing.
Lighting is off in these pics because of the way I had the settings in nifskope but they look fine in game.
Hope you find a solution for your Blender issue sorry i'm not able to help with it :)
Yeah, I hope I can find a way to solve it, been wanting to redo all the armours for ages but... It's okay anyway, it was nice conversing with you, I hope you make some more nice textures, especially for the clothing, that's something I wanted to deal with ages past but never got to it and I don't know if I ever will.
Just please make sure the Normal Maps are also good, or else I'll send you to Oblivion myself!
I'm doing a barrel scrounging playthrough (I can search more than those, but that's besides the point) and will be eagerly awaiting the complete set of high res wooden cylinders.
Weird question, I know, but will this mod be touching up on the various "broken" containers of the game? Like shattered chests and opened/ruined crates?
It might some of those chests/crates etc use the same textures as the ones retextured here others I will likely do even if they don't function as proper containers :)
I have a request, and totally up to you if you want to tackle it, but.... The wooden coffins in Oblivion could really use your touch, if you're up for it. I think it'd fit awesomely with your art style here.
I wasn't sure which, to me when I made them the alt version (which was the first) looked too low res and not close enough to wood so I remade it as cut timber that had aged and peeled rather than a slab of wood like the vanilla, i've made them both available though because we all have different tastes :D
Eyyy thank you so much! That was fast haha. I like the alt version of the coffin texture too, and will certainly be using it! And yes many of them are containers.
32 comments
Four new textures added, barrel tops and barrel kegs
21/12/23
New textures added for dungeon barrel and crates
2/12/23
New textures for six crates have been added, they look better than shown in the images (scaling them down to fit the size for scerenshots caused the pics to lose detail)
27/11/23
New texture added for the coffin including an alternate version in optionals, the version in main differs a little in style from the vanilla but the vanilla normals will still be fine the alt version is closer to main but IMO not as nice
27/11/23
Two new textures added the middleclass chest and the sack02
25/11/23
Another texture added, the huge barrel (the original wasn't actually that bad but mine is different a little in that it is a fresher wood and metal)
19/11/23
Another set of textures added for one of the low chests
18/11/23
Several more textures for barrels added, more than shown in the pics as I couldn't find their meshes to take images the following are the new textures (ignore arrows my pc does that sometimes but they're not on the textures)
Is it Blender and GIMP? How do you make Normal Maps?
Not the best way of doing it but the only way I understand :D
I was hoping you'd be using Blender too, since I'm having issues in there, where somehow the armours become stretched everytime I export them.
Also, about the Normal Maps, what you should do is make a Grayscale Heightmap, and also because Oblivion uses DirectX 9 (could use DX12 and it would still be the case, by the way), it probably has the Y height channel inverted, so you'd probably have to do the same for your textures.
Basically, if you look at the Normal Map and it looks like, say, the bottle's label is "bumping out", make it look like it's "bumping in" in the texture instead, so it IS actually "bumping out" in the game.
Although, I haven't thoroughly tested this myself, it might be that Oblivion's Normal Maps are correct and have no inverted Y channel, some DirectX games are like that.
I keep meaning to textures with a greyscale heightmap I had a few programs for that for my Skyrim mods a few years back so my textures would look more 3D but I didn't end up doing it for reasons I can't recall now but yeah that's why I invert the textures before I do the normal maps they look wrong if I don't (an issue I have had with other Bethesda games as well) sunken in when they should be out sorta thing.
Lighting is off in these pics because of the way I had the settings in nifskope but they look fine in game.
Hope you find a solution for your Blender issue sorry i'm not able to help with it :)
It's okay anyway, it was nice conversing with you, I hope you make some more nice textures, especially for the clothing, that's something I wanted to deal with ages past but never got to it and I don't know if I ever will.
Just please make sure the Normal Maps are also good, or else I'll send you to Oblivion myself!
Edit: had a go at it, did two different versions but I am not sure if they're an improvement or not on the vanilla though
And yes many of them are containers.