@IWantATardis, these look awesome, thanks mucho! Is there any way to get the 4K antlers to apply to the actual live animals? Even on the 4K MM Real Elks mod the antlers need some love.
Thanks The elks' antlers are on the same diffuse as the rest of it, otherwise i would have done it with this Be nice to have the antlers seperate from the main mesh, then would be easy to do
Kinda weird request, but could we get that deer skull as its own 2k optional file? I'd download the 2k all in one and remove everything else, but I ain't totally sure which files to delete (is it everything that doesn't have deerskull in the name?)
If someone could tell me what files to delete that'd work great too.
Hello, could we please have an optional file for the big antlers that makes them a color closer to vanilla? The color of the big antlers in your images are significantly darker brown than the yellowish color in vanilla and all the elk/deer retexture mods.
Thank you and excellent quality of work as always :)
I'd like to apologize ahead of time for being so greedy, but: I was looking at the screenshots and realized that the large antlers have a mounted version that are also the dark brown color. I know this is messed up for me to ask right after you already did something for me. . .but if it isn't a bother could you please provide a vanilla colored version of the mounted large antlers too?
Thanks again for the large antler recolor, I appreciate you covering so many of these easy to miss objects!
Is it possible to point the mesh of the elk hide antlers to your textures?? or maybe provide an overlay so we can mate them to the actual animal textures we are using? To be honest every texture out for the deer and elk fail miserably when it comes to the antlers. They look good half way across the map, but when you come across an elk hide, your like yuck!! I need a new elk texture.
thanks...i'm a lot happier with it, think i will have to do the whole animal, i was gonna just direct some meshes to these textures but doing the UV alterations in Nifskope was a pain, i'll be doing something this week though...then i'll see about the UV on the hides aswell...i would like to be able to get everything deer related looking better if i can
if your doing the whole animal, I'll be looking forward to it. I'm using MM's elk textures right now. The look really nice on the animal at a distance and on the mounted heads(natural coloration), but they lack in closeup detail.
Every elk retexture i've tried the antlers are never the same quality as the rest of the animal, you see antlers laying about in forsworn places which use the elk texture and it never looks too good, gonna check out the MM retexture though never tried that one before
+1 Not being rude, by the way! I'm merely giving feedback. I, too, think the horns look plastic. xD I think maybe it'll look better if, perhaps, realistic photos of deer antlers were used. But as it stands, I'd happily take the current version over vanilla blurriness. Lol! xD
Oh, yeah! These are TONS better. :3 Thank you! I love it when feedback/suggestions are considered. ^_^ These are definitely more realistic. Fits better.
i really wanted the large ones to have a velvet like texture but that'll have to do, used a bark texture for the small antlers, didn't know what else to use , think they look ok can't say i've ever really been that close to a stag or a elk or whatever, gonna try do the elk next, came across some meshes in read eagle ascent which use hagravenelkhorn mesh from clutter/hagraven folder, uses the elkbody diffuse so gonna attempt something there
doope? i've googled that and still don't know what it means, gettin owd now, made me think of 'doop' number 1 from yesteryear, lyrics were that one word over and over to a catchy tune and retro looking video, it's not on my playlist
I like this version better than the first one =) I only wonder why you made the large antlers ingredients different from how they look on the mounted antlers model. The mounted ones have a nice light brown color and some texture variation, while the large antler ingredient is more uniform darker brown and doesn't look as nice as the other one, in my opinion at least. Maybe just use the mounted antlers appearance for the large antler ingredient as well? =)
glad you like it better, i do, the ingredient is different form the ornament, not sure if they do anything to them once they're mounted, i would never kill and display these things but i could imagine people may polish and spruce them up a bit, didn't want them exactly the same to be honest
But now, deer skull is too bright under light. I don't know why. Even if I reduce the opacity of deerskull_n it hardly changes anything. :/ https://i.goopics.net/Akvg3.jpg
opacity controls whether or not you see it, the alpha channel in normal map controls specular, so anything without a cubemap relies on the alpha channel for metal parts or anything which may reflect a bit, then the mesh value decides how much aswell, there's a lot of vanilla textures with really bright alpha channels which is why they end up looking like plastic, i don't get it right i admit most of the time it's only seeing things in game then i have to alter it
uhmm. I think that we speak about the same thing. But maybe I am wrong ! 8D
I use paint.net and the only option available is the opacity (layer section) : opacity 255 (default) : https://i.goopics.net/k45Zl.jpg opacity 100 : https://i.goopics.net/VywJy.jpg Even to 25, the deer skull remains very bright under light. :/
try bringing the brightness down 10-15% on the skull diffuse, this texture appears to be going with "sun bleached" look and has alot more pure white in it than vanilla or the few other retextures out there.
White is particularly troublesome with lighting, colored light is fine but white light pushes it in to bloom, because the white is already close to max. Without an HDR monitor it just overdrives the pixels, losing detail, causing a washed out glowing look.
The 3rd pic is a good example, we got the white deer skull sitting on a white marble table flanked by 2 bones. Whats the brightest item that will bloom first??? In the first pic it seem acceptable sitting in the darker surroundings.
The wall mounted mounted ones not near light do look really great though.
OK, I will try that but I never know the difference between "brightness" & "intensity" options in paint.net. Both seem to do about the same thing... ;(
Edit : done (255 to 25 opacity with normal map & -15% brightness with diffuse) ; before/after
I've uploaded a darker version in miscellaneous files, should be better for ENB users and hopefully won't create as much bloom or whatever ,or if you prefer it less white. I personally prefer this after seeing it in game anyway. I can't speak for ENB because i don't use ENB these days, let me know if it needs altering.
67 comments
If someone could tell me what files to delete that'd work great too.
Thank you and excellent quality of work as always :)
I'd like to apologize ahead of time for being so greedy, but: I was looking at the screenshots and realized that the large antlers have a mounted version that are also the dark brown color. I know this is messed up for me to ask right after you already did something for me. . .but if it isn't a bother could you please provide a vanilla colored version of the mounted large antlers too?
Thanks again for the large antler recolor, I appreciate you covering so many of these easy to miss objects!
Is it possible to point the mesh of the elk hide antlers to your textures?? or maybe provide an overlay so we can mate them to the actual animal textures we are using? To be honest every texture out for the deer and elk fail miserably when it comes to the antlers. They look good half way across the map, but when you come across an elk hide, your like yuck!! I need a new elk texture.
I'm using MM's elk textures right now. The look really nice on the animal at a distance and on the mounted heads(natural coloration), but they lack in closeup detail.
I don't know either
I only wonder why you made the large antlers ingredients different from how they look on the mounted antlers model. The mounted ones have a nice light brown color and some texture variation, while the large antler ingredient is more uniform darker brown and doesn't look as nice as the other one, in my opinion at least.
Maybe just use the mounted antlers appearance for the large antler ingredient as well? =)
But now, deer skull is too bright under light. I don't know why. Even if I reduce the opacity of deerskull_n it hardly changes anything. :/
https://i.goopics.net/Akvg3.jpg
I use paint.net and the only option available is the opacity (layer section) :
opacity 255 (default) :
https://i.goopics.net/k45Zl.jpg
opacity 100 :
https://i.goopics.net/VywJy.jpg
Even to 25, the deer skull remains very bright under light. :/
try bringing the brightness down 10-15% on the skull diffuse, this texture appears to be going with "sun bleached" look and has alot more pure white in it than vanilla or the few other retextures out there.
White is particularly troublesome with lighting, colored light is fine but white light pushes it in to bloom, because the white is already close to max.
Without an HDR monitor it just overdrives the pixels, losing detail, causing a washed out glowing look.
The 3rd pic is a good example, we got the white deer skull sitting on a white marble table flanked by 2 bones. Whats the brightest item that will bloom first??? In the first pic it seem acceptable sitting in the darker surroundings.
The wall mounted mounted ones not near light do look really great though.
Edit : done (255 to 25 opacity with normal map & -15% brightness with diffuse) ; before/after
it's better :)
edit : useless since v1.2! :)