I fixed some problems with texture of the lips, soon I will be posting something environmental.
Xenoblade Chronicles HD Texture Pack v8.52 - (August 21, 2018)
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12-18-2014, 10:08 AM
It was just their art style. You don't make a whole video game's art style by accident, hahaha. The new Xenoblade has even more realistic colors (realistic may not be the right word. It's just less saturation), but still keeps the "anime" style design. That's just how they want to do it. Also, you should use the "edit" button instead of posting two or three times in a row. Forum rules.
Looks pretty good, by the way! 12-18-2014, 01:36 PM
(12-18-2014, 10:08 AM)Echoes Wrote: It was just their art style. You don't make a whole video game's art style by accident, hahaha. The new Xenoblade has even more realistic colors (realistic may not be the right word. It's just less saturation), but still keeps the "anime" style design. That's just how they want to do it. Also, you should use the "edit" button instead of posting two or three times in a row. Forum rules. True, i had no even noticed the 3 comments, i think the rush, was busy there and had to get out. Do not understand much english expressions, and emotions may sound in different shades for me Do not quite understand the idea of the comment in english , but with to relative to the of cartoon of Monolith Soft is standard a misunderstanding on the part of sectors of a branch company, i worked on some projects and realized that the real idea is not always the same than dreamed the creator, or take different turn, will know, I read some articles and is much more confused about xenoblade, but as you mentioned I think is a chosen pattern, although some articles that speak to the mistakes of the absurd leaps of characters the original project shoud not be but as there was no communication the characters did not have or take long to get in some areas, but I will not comment about not knowing the truth of sources, if see that the texture has the potential to be a cartoon more close to the setting, charaters like fiora the texture does not fit property and the eyes are stretched vertically any that the symmetry I even tested when show fitsin 3d stretches differently unique desingn and some concept arts show differences in armor and textures as wellas face, not to pass up, should not change the cartoon, but rather enhances it and humanity in the expressions for no remember caricatured robots I'm sorry for any error and posts thx friends 12-23-2014, 01:18 AM
[color=#212121]Merry Christmas ( other than a simply trade date for all) and happiness[/color]
12-23-2014, 02:14 AM
I have to say, wow. It actually looks like you're standing next to a cave wall now, rather than a plane used to bound the area.
On a less related note, even though I still haven't gotten back to replaying Xenoblade (still busy with Skyrim and TF2, lol), now that this pack is, as far as I understand, nearing completion in the GUI and getting good progress done on the environment and character textures, I might take a break from trading hats and go back to beat up some Mechons with full HD textures. You guys are all doing an amazing job.
>mfw I have no face
@BrunoFBK: Simply amazing looking, I cannot wait to see more! I completely gave up on trying to do cliff and cave walls, and the cliffs in this game need it. If you plan on doing outdoor ones, they can be a bit more tricky. Giving you a heads up, Monolithsoft sometimes tiles them in some odd ways, here is 2 mountain textures in Colony 6 represented with X's and O's in the spoiler. Potential issues is the "O" texture has grass or trees at the top and bottom. It is blurry so it is not actually defined what it is. This part of the texture is used alongside the trees (left and right of the cave), and in some parts the grass, so there is a blending conflict. It may or may not be possible to resolve it creatively, it was definitely beyond my skills.
Spoiler: A quick list of what I have laying around, if anyone sees anything missing from the last few pages then let me know: burst affinity re-retexture (to look more like the original), chat bubble rework, a few new death vision icons, the new ether crystal icons, a few missing melia hair retextures, my monado spectral effects (optional of course), some speed suit retextures, the colony 6 reconstruction UI corners, and frozenwings Wii Monado I (optional). It's not a whole lot, but it comes pretty close to wrapping up the UI... aside from the armor icons and a few other death visions. I've been working on a new title screen for paper mario the past few days (its taking longer than planned), but once I'm finished with that I'll make a release.
Hi Bighead, i see the problem, i will work in these textures, I'll think of something interesting to the problem, I hope to resolve.
I'm in Tephra Cave, the same as the pictures i sent, i am sending a few of the best tests of possible textures, i hope you're good to all (remember it's test), any problem i am available I'm putting the title on the images to become more organized , I am very sloppy Obs: without mip mps, need it for the correction of the granulate, in the first image (and low quality in this, it is only for comparison, the second is in best quality), I will work on it Thx Bighead, Echoes and teh_speleegn
Very awesome screenshots! I'm not sure how you are creating MipMaps, but if you are manually resizing the image each time, then I made a batch script to auto-generate them (included as attachment). It will keep dividing the image by 2 until you get to a dimension of 8 or lower, environment textures will almost always be a multiple of 8 so there will be no issues. It requires installing ImageMagick, and you may have to edit the path in the script to the program.
:: Path to ImageMagick set d_ImgMagick=C:\Program Files\ImageMagick After that, put the script and textures in the same folder and run it and it will generate the mipmaps. For better details refer to this image: http://i.imgur.com/XKZdMSp.png All of this is assuming you are on a Windows based computer. (12-24-2014, 01:43 PM)Bighead Wrote: Very awesome screenshots! I'm not sure how you are creating MipMaps, but if you are manually resizing the image each time, then I made a batch script to auto-generate them (included as attachment). It will keep dividing the image by 2 until you get to a dimension of 8 or lower, environment textures will almost always be a multiple of 8 so there will be no issues. It requires installing ImageMagick, and you may have to edit the path in the script to the program. Yeahh nice, nice I would lose a lot of time, I've used the script and helped a lot, I had a preset on coreldrw in other works the engine automatically generated, but this way is easy, good thx. |
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