Thanks a bunch ReNext, I'll make sure to add you to the list of contributors. I do have a small request since you seem to be on a roll with these title screen texts. They are for the Japan version of the text for options and trademark. If you will, do these ones too so everything matches up.
Xenoblade Chronicles HD Texture Pack v8.52 - (August 21, 2018)
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(06-13-2015, 03:33 AM)Bighead Wrote: Thanks a bunch ReNext, I'll make sure to add you to the list of contributors. I do have a small request since you seem to be on a roll with these title screen texts. They are for the Japan version of the text for options and trademark. If you will, do these ones too so everything matches up. Thanks Bighead, here is the pack for the Japanese version Title Screen (JPN) - (2x, 4x and 8x)
CPU| Intel Core i5-3570K @ 4.4GHz + Thermalright HR-02 Macho Rev.A
GPU | MSI Radeon HD 7970 Lightning BE @ 1200 / 6800MHz GDDR5 3GB RAM | Corsair Vengeance High Profile 16GB (4x4GB) 1600MHz SSD | Samsung 840 Evo 120GB Xenoblade Chronicles HD Texture Pack 06-13-2015, 05:14 AM
06-13-2015, 09:24 AM
Hi,
first thx for this incredible project !! I have a request : Is it possible to make tutorials explaining how you make nex textures ? For example how to make new rock/grass/tree texture (or any other environment) and, more diffucult I assume, howto make new Shulk/Fiora/Rikki (or any other Charracter) texture. I know it's annoying for all of you to make this but for people like me it will be a perfect start to try to contribute or even make my own project. To fair to anyone, tutorial using only free softwares would be perfect (GIMP for example as it's free and available for Windows, Mac and Linux) because Photoshop is expensive and I do not want to pirate it while free alternatives exist. Also, many people, including, me, have no idea of how to retexture things. You can find many tuto on the web but for very specific things like "how to make serpent skin for letters" but not "how to make a new texture for a character" or "How to make new metal chain texture". Oeople talented enough to do those things generally do not want to explain how, this is crazy... Maybe it can be a collaborate work with all contributors on this forum, would be easier to archieve then ^^ Thx in advance and keep the good work 06-13-2015, 11:30 AM
(06-13-2015, 09:24 AM)Monado Wrote: Also, many people, including, me, have no idea of how to retexture things. You can find many tuto on the web but for very specific things like "how to make serpent skin for letters" but not "how to make a new texture for a character" or "How to make new metal chain texture". Oeople talented enough to do those things generally do not want to explain how, this is crazy... I've explained all this before. The reason you find very specific tutorials is because it would be too difficult to explain how to make textures in a general sense. There is just too much that goes into a single texture, and the more realistic an image is supposed to be, the harder it is to do, the more steps there are, the higher the understanding of the editor is required, and the more creative ideas that need to come to mind. It might be easy to make a tutorial to fit "cartoon" looking textures, but for that all you need to know is how to use paths/pen tool and fill in a selection. Youtube has plenty of those videos to get started. I started making black and white maps here, not knowing anything going into it: http://bhemuhelp.co.nf/other/xenomaps.html And after months, got better. It shows in my Bionis Leg map, as it was my first map, and my last map: http://i.imgur.com/wMBRGRs.gif Over time, eventually was able to somewhat make better textures (weapon icons, misc icons, most of everything else is Echoes' stuff): http://i.imgur.com/zqmwi04.png Eventually got better and attempted some fabric stuff, such as Dunban's vest: http://i.imgur.com/OMyBG08.jpg Or some textures I did for Melia: http://i.imgur.com/fPC2dvg.png The point is it took almost a year of doing this stuff, spending hours and hours to get this far. This is after reading many many many tutorials such as How to Draw a Paint Brush in GIMP, which has absolutely nothing to do with Xenoblade textures, but in the end helped me to make Xenoblade textures. In my own judgement, I still think I suck and have MUCH more room for improvement. The problem with making a tutorial, is it would require entirely different tutorials to do any of the above textures because the process was almost entirely different for all of them. The similarity between them is that it used all the same tools to make them. So it comes down to two things: understanding the tools of the editor you choose, and having some level of artistic talent to envision a final product and bring it to life. And there are already many tutorials for that. And I'm certain everyone does it differently, meaning you give 5 guys a texture to do, and you get 5 very different different results, ranging from bad to awesome, depending on skill/experience. If you want to see my long winded posts on this subject with some links that helped me along the way... Here: https://forums.dolphin-emu.org/Thread-xe...#pid359458 And Here: https://forums.dolphin-emu.org/Thread-xe...#pid359635
Heyo guys, me again.
What's the difference in quality between Png and Dds in-game? I'm curious, because I'm trying to get the best possible quality for this game. Secondly, BigHead, are there any UI textures you really need? I'm pretty damn good at that stuff, and I'd love to help out a bit! Best regards -Demigold PS; For those whom are curious, these go in the 'Text' Folder
Intel i5-6200u 2.3 Ghz
Intel HD 520 Graphics with custom driver 8gb DDR4, unknown clock (4gb Onboard, 4gb on a stick) 1366x768 Touch screen 1Tb Hard-drive with 4 partitions Reloaded with Windows 7 (Screw Windows 10) Benchmarks put it around the same performance as an NVidia GT 720M. Nothing special, but it runs nice. (06-13-2015, 01:38 PM)Demigold Wrote: PS; For those whom are curious, these go in the 'Text' Folder Thanks, I forgot this information. Anyway the textures can go in any folder. For convenience put these in the "Text" folder
CPU| Intel Core i5-3570K @ 4.4GHz + Thermalright HR-02 Macho Rev.A
GPU | MSI Radeon HD 7970 Lightning BE @ 1200 / 6800MHz GDDR5 3GB RAM | Corsair Vengeance High Profile 16GB (4x4GB) 1600MHz SSD | Samsung 840 Evo 120GB Xenoblade Chronicles HD Texture Pack 06-13-2015, 03:08 PM
(06-13-2015, 01:38 PM)Demigold Wrote: Heyo guys, me again. DDS can have a lower quality in some cases, though it's difficult to tell IMO. You can see it more in small stuff like some font textures, but you have to look REALLY closely in a photoshop/GIMP environment to see the differences. For larger files though, like environment/armors, theres is basically no difference in quality. The main problem with PNG textures is the way Dolphin processes them compared to DDS. I'm not sure of the specifics, but from many, many hours of testing, DDS just runs much better with Dolphin. The newer "Prefetch" option is supposed to help alleviate this problem, but I've never used it. I run at max FPS all the time with the DDS textures, and I've tested a ton. In regards to what we need texture wise, the UI is pretty much done. Basically everyone working on the project has contributed to the UI, so it was pretty "easy" compared to what we have left. The most difficult process with retexturing the UI was finding the hashes for all of the paletted textures back in the day (since it was for the most part infinite) and now that degasus has remade the texture hash code, we don't have that problem anymore. We are mainly in need of environment, weapons, and armor retextures. 06-13-2015, 06:51 PM
@Bighead:
Thx for your answer but, what you explain is basically you spend a year playing with Gimp until you finally found how to archieve what you want right ? So let me ask you this : IF a good video example of retexturing a character was available, would it not be far easier and quicker for you to archieve the same goal ? You said you re-made Dunban vest so why not make a video tutorial of how you actually made it? Even if every texture is unique, it is obvious that many parts of retexturing are always the same, same steps, same way of handle it, same way of thinking for each ones. You had plenty of spare time to gain experience with Gimp but many people, including me, have very few spare time on PC for whatever reason (don't want to bother you with my health problems ^^) and so it will take me decades to archive want you done in a year. Here is the two citations I really like : "The road of precept is long, the one of example is short." - Sénèque "The best lessons to give are good examples." - Emile de Girardin If you don't want to do it then so be it but I'm certain that many people lurking on this forum would benefit (and then contribute) of those kind of tutorials. Project like yours need many contributors so the easier they can do it, the better it is 06-14-2015, 01:53 AM
(06-13-2015, 06:51 PM)Monado Wrote: Thx for your answer but, what you explain is basically you spend a year playing with Gimp until you finally found how to archieve what you want right ?In a year I made dozens-100's of textures, from basic to advanced, reading tons of information on different things. And I'm still an amateur. It takes practice more than anything, so if you consider "playing" as "practice", then yes, there was a lot of that. I always achieved my goals, but it took time, practice, and a passion for it. The difference is I started with smaller goals, while you are trying to jump right into doing stuff that most would-be artists go to college for or already have an inherent ability to do it. My advice remains the same: start with paths and cartoon looking textures. Go draw that paint brush. Practice with airbrushing. (06-13-2015, 06:51 PM)Monado Wrote: So let me ask you this : IF a good video example of retexturing a character was available, would it not be far easier and quicker for you to archieve the same goal ?No because there a fine line between not enough information and being convoluted, and I would have became frustrated and given up. Like I have many times, with many tutorials/examples, but tried again and again. You can't just read a tutorial and magically become good at something. I linked you a tutorial on how to draw a realistic looking paintbrush with a mere 25 steps. By your logic, if you can follow that tutorial and draw that paintbrush, you are on the road to drawing almost anything. And since game textures are traced, it should be even easier. All of the basic concepts are in that tutorial. - paths - airbrushing - glare - depth - shadows What remains is one's own ability to know what they want to make, see it in their head, and then put it on canvas with their hands and the tools provided. Using Dunban, Melia, and Fiora for example, sure their stuff was made the same (all the things I mentioned in the list), but fine tuned very differently. Dunban's shirt texture was extracted from a "real" vest, and shadows were mostly generated. Melia's cloth texture was generated with a filter (G'MIC for GIMP), but most of the shadows I did were done with an air brush. An armor that me and Echos worked on together for Fiora I used none of those things, it was metal, so all the details I did were done by hand and/or using bumpmap filters. Again, imagination and understanding the tools wins, and the former cannot be taught. (06-13-2015, 06:51 PM)Monado Wrote: You had plenty of spare time to gain experience with Gimp but many people, including me, have very few spare time on PC for whatever reason (don't want to bother you with my health problems ^^) and so it will take me decades to archive want you done in a year.Sorry to hear about health problems, I hope all goes well for you. While I won't deny I had plenty of spare time in the beginning, I did not dedicate myself to it. It's a hobby, a passion. If you have passion then that alone makes it easier to learn. I doubt it would take you decades, but it will take time and practice. No matter how many tutorials you read, no matter how good the tutorial is. What you need to understand is it will take passion, lots of time, and tons of practice. And this is coming from me, who was born with some level of artistic talent. I've been able to draw really well since I was just a kid, nobody taught me how. And even so, the transfer to digital art took what seemed like forever. But once I learned the tools, the rest just happens. If you have the passion for it, you will improve. Using myself as an example... I always wanted to learn programming, because I'm good with logic and I have fun problem solving. Read tons of information, tutorials, examples, etc... And although I have the will, I don't have the passion for it. Without passion for something, it's impossible to stick with it and become better at it. If you have the passion, you will become better. Always. Tutorials or no tutorials. I sucked at programming, read stuff, practiced it, still sucked. I sucked at doing art, read stuff, practiced it, now I'm good with art. Imagine this. Take away the digital editors. Give yourself a paint brush, some paints, and a canvas and watch Bob Ross go ham on a canvas. You get to see every single thing he does, he even explains what he's doing the entire way through and how how to do it. A lot of these same principles apply to digital art. Someone can watch him all day, even take away some things about his technique. But it does not mean they will be able to do it without practice. The difference from "real" art to "digital" art is instead of tape and rulers, we have paths. Instead of paint we have pixels. There is no difference in anything else: brush sizes, types of brushes, airbrushing, and erasing. Don't get me wrong, there are bonuses that real painting doesn't have such as filters, dodge/burn, smudge, and slapping parts of multiple images together and blending them. But those aren't even necessary to the extremely talented artist who can make anything with just paint and a brush. (06-13-2015, 06:51 PM)Monado Wrote: If you don't want to do it then so be it but I'm certain that many people lurking on this forum would benefit (and then contribute) of those kind of tutorials. Project like yours need many contributors so the easier they can do it, the better it isIt's not that I don't want to do it, if I believed such a tutorial could exist that could be the ultimate learn-how-to-draw-anything tutorial, I would write it if I could. I would love to see more people working on texture packs. I expanded my own general knowledge on textures so I could do a writeup for others, answer any questions I come across on these forums, and created this tool to help others with their packs. If I feel like something is worth my time that can benefit others, then I do what I can. Because I like helping people, both in my life and on the internet. Hence why I'm taking all this time to write this message. So to wrap this up, I don't believe I (or anyone for that matter) could write a single tutorial on this subject that would actually be worth anyone's time, because everything that I would write about is already out there, busted up into multiple tutorials like it should be. And much better than I could explain any of it, the rest comes with practice. If you really want my advice, and really want to learn, then start with paths (GIMP) or pen tool (Photoshop). Paths [1][2], a single tool, could have a lengthy tutorial all of its own. Redraw simple cartoon textures using paths. For example, I'm currently working on Paper Mario textures which are EASY compared to what remains in Xenoblade, and all it requires is paths, filling a selection, and shading it with a large airbrush. Start with something like that. HD-ify some old artwork. Once you get good with that, start to understand the tools, more advanced features start to come naturally. New ideas start to happen. |
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