[WIP - Project] An Attempt At HD Textures

Kayliaah

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It's looking great, I like the worn look.

I gasped at the comparison, can't believe it looked that shitty by default.

http://img171.imageshack.us/img171/3927/screenshot0070z.jpg
http://img443.imageshack.us/img443/9996/screenshot0152k.jpg

http://img11.imageshack.us/img11/1658/screenshot0071x.jpg
http://img855.imageshack.us/img855/5359/screenshot0151.jpg

The only downside I see right now, mostly because it's unfinished, is the yellow bars on the side, I don't know if they're supposed to be lights but it looks like a paint job, I'm eager to see it fixed.

Can't remember which shader effect adds the glowing light, it would be great to have the side lights and the visor glow, the glow is controlled by the alpha but I don't remember if palettes work with that effect by default, if it doesn't then you'll have to add them. :D

But ugh, some parts of the texture still look stretched, unless you plan on editing the textures further (besides redrawing on top of it) I guess we'll have to either keep it this way or wait for the proper msh plugin with texturing support to remap this mess.

The difference in the before/after screenshots is pretty amazing though.
 

Timbab

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Ty for the much needed critique!

Yup, the lights, I've been brainstorming about what to do with the lights while working on the chest for the past hour, since it has them too. I got an idea I'll have to play around with, might make an update later tonight.

A Glow effect would be amazing, but at this moment I'm kind of worried with the alphas and how the palettes use them, I've had troubles with some dirt color details too with it, but I'll try to find a way to make it work.

In regards to the stretching, which parts do you mainly mean? The 'box' at the back and the fat cord might be fixable, to a degree at least, haven't touched them that much yet, I already semi fixed a bunch of stretching on the main part of the helmet though, it was a nightmare and in the end it still isn't perfect. I said it before, but whoever did the damn texture needs to be shot. The 'plates' at the top of the helmet and lines really stretch, I fixed them to the best realistic extent that's possible, otherwise I'd need to invest another 10+ hours into trial and error back and forth to fix them slightly, no mood to be honest haha.

Glad you like it though, I'll apply the same end stage techniques on the rest of the set then.

Atm the Bracers are like 50% done, and chest maybe 40-50%, the core is pretty much done, need to work on the right shading and then details.

I'll most likely go over and do another round of polish on all pieces once all are at the stage the helmet is in now.

Edit: Btw, if you have any ideas in the future for anything particular, let me know and I'll toy around with it.
 

Kayliaah

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Looking forward to the rest, you should start linking your stuff on the SWGEmu forums, in the topic about mods at least, you posted the first links there already.
 

Timbab

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Yea thought about making a thread in the SWGEmu section about it, but I wanted to have something nearly finished to show at least, I guess I could show the helmet now or whatever, but I'll do the lights first.

The Chest is giving me a headache, and I thought it would be smooth sailing from now on, based on what I saw before, oh how wrong I could be. :D

After doing a few ingame tests, there is some stretching that is really, ugh, idk if I can fix it, and some weird ass wrong shading field, I seriously have to look deeper into the shader files at some point. Thought I could finish it today, but I need a break. If I'm not too tired later, I'll work on the lights.

So idk, maybe a update in a few hours if I don't fall asleep, or tomorrow then.
 

Timbab

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Alright, played with the lights, but these are placeholders right now imo, idk I don't really like em, I'll see if I can come up with something better in the next few days, or at least modify them, anyway, screenies:





Two shots in the game:





I'd show off the chest, though it's really not worth showing atm, but it's getting there, hopefully I'll be finished tomorrow with it. Seems like the last 'hard' texture of the set.

P.S. I'll make a thread on the official board in a sec.

Edit: Original thread is up

I just noticed how bland the placeholder lights look on the model lol, it's way more 3d on the texture itself.
 

Neo1715

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Very nice work, such a major improvement. And yeah like Kayliaah said, I never realized how crappy it was either.
 

Metal

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Yow, same nick as on swgemu.


There are some problems with me to start.

1st. I dlled GIMP and it's actual crap, can't even import a .dds file. So i'll have to dll photoshop and test my skill out.

2nd. Tree explorer which i dlled from this page has a bug and imagines disipier after certain ammount of browsing.


I must add here for end. I understand your work flow until when you come to "layers" - 1/2 difirent pictures added on that picture, right ? I'm not good at all like you are. But more or less a medicore (more of nooby). I'll do my best and post pictures for comparison. It shoud be done by tonight (i'm from Europe).
 

Timbab

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@Neo, ty!

@Metal

Yea I don't like GIMP at all, but you can get a dds plugin for it found here.

I forgot where I got my TreExplorer, but I'll upload the one I got, it's working fine. Download link

Well with layers, didn't want to post my Chest yet, but for display purposes, I'll do it, since it still has the core layers. The DDS.jpgs I posted here contain multiple layers in each different shot, just to show progress, not the actual layers.


I start off with with the obvious first layer above the background (Original) layer, then do "Black line" layer to make clear separations between surfaces, because it's a blurry nightmare. Then I create a "Edges" layer to unblur the surface edges themselves, I just paint thicker lines next to the black ones, so it's sharp overall. Then you're just left with the blurry and pixilated crap in between the edges, so I create another layer called "Smoothing" and just over paint and shade while trying to keep the original 'lighting' in tact. I'll attach pictures to the layers. Oh yea, and I usually have a "Test" layer to test crap out with out ruining the main work.

Once the 'cell shaded' like stuff is done, it's clean and the stretching is taken care off to the best extend, I make a few different kinds of layers for different kinds of dirt, be it in color or brush form, here basically, the more layers you have, the better, it's easier to erase things, etc. I also have 1 or two edited Photo textures of metal or other things above it, in Overlay or one of the Light modes, and maybe the opacity lowered. The final layer I have above everything, is another edge layer, white or really light grey, first a thick line, then erase little ridges into it, then make another layer under it, and slightly paint black or dark grey at the edges of the white, that's what creates the chipped paint/scratch effect. I'll post pics of these processes and layers on the Chest when I get to them, should be done tonight though, progress is coming along nicely.

When I want to test it in game, I first export it as a normal .dds, then I copy my .psd of it, open that up because I want to create my normal Map (texturename_n.dds).

To get a clean alpha map (How the light reflects), I usually disable any dirt layers, flatten the image, select the whole image (CTRL+A), then copy (CTRL+C), then in the history, go back to when I first opened it, so the image isn't flat anymore, go over to the Channel tab, and select the Alpha, then paste (CTRL+V) my earlier copy. It's automatically grey scale, but it's too dark. So I open up the Curves screen (CTRL+M), and adjust it so it's a lot brighter. Best is to save the Curves settings to a preset, so you always have it at a touch of a button, once you find a comfortable setting.

Now, with the Alpha done, I select the RGB in the Channels again, so they're visible but not the Alpha, then go back to my Layers, and disable the sharp white edge scratches and any dirt or unsmooth surface on top of my clean 'cell shaded' like texture, then go to Image>Adjustments>Vibrance and set both sliders to -100 to get greyscale, then go to Filters>NVIDIA Tools>NormalMapFilter, use the settings I have, apply it, then save the whole thing with _n.dds at the end, so for the Chest, it would be "armor_composite_chest_plate_n.dds" for example.

It's all a back and forth, I mostly do everything on the Smoothing layer now and just slowly build up on it. Be ready for a lot of loading in game, taking screenshots in the same positions each time, comparing, and using those as reference on where to fix/work on what.

Anyway, some screenshots to explain the layers a bit better. Note, I seem to have merged my Black line layer with the first round of basic shading, they're usually 2 separate layers, I end up merging some through out my process though. Trial and error.

Start:

Black Lines+ Simple Smoothing

Edges:

Smoothing:

Test:
http://img846.imageshack.us/img846/9838/testgx.png

Help + Scratch Reference (I marked them for later use from the original texture, so I could just overpaint them for now and not have to worry about it)

Alpha

DDS Export:

NormalMapFilter:


Don't be discouraged though, I'm glad I got at least one to at least toy around with it. :D My first attempts sucked pretty hard, and the texture really looks ugly until MUCH later, but once you have one done, you kind of get an idea of when it starts looking good and ignore the ugliness throughout the progress. Comparing each state to the original is always an uplifting feeling though, lol, it keeps me going.

Edit: Forgot to mention, I pretty much use a standard round Hard brush and a modified copy with Flow Jitter set to Pen Pressure.

Edit 2: Also, the Alpha that I posted is for the _n file, NOT for the normal .dds, the Alpha in the normal one controls the color palette.

Edit 3: Forgot a step for the Normal Maps (_n), converting to greyscale before you use the NormalMapFilter:
"then go to Image>Adjustments>Vibrance and set both sliders to -100 to get greyscale,"
 

Metal

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My 1st. work was on quake 2 skins, then i went on unreal 3 and done stuff there and stoped. So you might get an idea about my exp. in textures area. Even if i can't help with armors (probaly to dificult for me as seeing by explanes) im sure i can work on something else.

Tyvm for the large explaining. I will use your writen up topic as help in work. Best i can do from my side is to show what i can do and we go from there :).
 

Kayliaah

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Wow Timbab don't tell me you've been wasting your time restarting the client for each change to the texture.

NEWB, start one client and keep it on, when you make a change in PS and save it, alt tab to your SWGEmu client and use the /reloadtextures command, I have a macro for it in my toolbar, do the same.

It'll reload all the already loaded textures in the cell you're in, and your changes to the file will be refreshed in real time.
Textures are basically the only thing keeping you from having to restart the client after each change and you don't even take advantage of them. :dodgy:




Also, I thought the alpha channel in the color map was the one controlling the color palette (white gets colored and black keeps the texture color) and the alpha in the normal controlled how bumpy it looked along with the main RGB normal. That would make more sense. I haven't worked on textures with palettes for ages, besides modding on Liberator isn't fun, you have to chase some random players with Composite of different color to see the difference, if they're still logged lol.








EDIT:


And you'd be better off without the NVIDIA plugin for normals, it's okay for DDS support but it lacks a lof control over the normal map, if you're lazy and don't want to do it all manually you can use a third party program like SSBump Generator but the interface sucks, or something a bit better, an action set for Photoshop, pretty much everything is automated minus what must be done manually by the user like setting the bump height etc.

For the action set -> http://www.philipk.net/ndo.html
SSBump Generator CUDA -> http://ssbump-generator.yolasite.com/

That is, if you really want a good bump effect, if you're lazy and like half arsed work then make your normals with the NVIDIA plugin. *cough* :D
 

Timbab

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@Metal

Good to know you got a background of some kind, well whatever you decide to do, help would be wonderful. If you got anymore questions regarding anything, post away. We'll figure something out.

@Kay

No no, but I ususally have at least 15-30 mins between tests, so I close the client. On the Helmet, I had 4.2GB ram being hogged away, SWG being up at the same time wouldn't be optimal. :p But Yes, I do use that command, quite handy, especially testing a few things at once. Good idea with the macro, I'll need to set that up.

The Chest size atm is pretty nice, around 100mb (The PSD), so leavin SWG on works there.

Well you're right, the alpha in the color map is the palette/effect controller, the alpha in the normal map is for the amount of reflection, unless I'm totally off, I'll have to test it now, damn you. :p The 'Bump' is controlled by the normal map (through filter) itself, you can adjust the height with the MinZ setting, in the screenshot it's 10 for example.

At the moment I'm testing it on NOVA, which is working good, at least until I run out of stuff from the Bluefrog.



Edit: Just saw you edit, nice!

Thank you, gonna toy with that then. I've read before about better ways to generate normals, but got so lost in the texturing part itself that I forgot about it.

Edit 2: Oh this is brilliant, just looked at the action set. :D
 

Kayliaah

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Meh Photoshop sucks for managing memory, it doesn't even free your RAM once you close the tab that contains your super high resolution texture, I think they sold this feature as "Photoshop can reuse the RAM if needed", yeah right, it could reuse the RAM after freeing it too, their lack of common sense is disturbing.

And somehow my SWGEmu client is sucking around 1.7gb of RAM, probably because of my uncompressed texture work, 85mb file + 85mb file + 85 mb file etc, but that's not the problem as I have even memory for it, it's that SWG is freaking old and slow it starts stuttering like mad and even freezing, even Skyrim didn't have that much bad impact before I tweaked it lol.


Yeah, the alpha in the normal controlling the palette seemed a bit odd and utter nonsense lol.
I know you can do that with the NVIDIA plugin, it's the easiest tool ever but it still sucks imo, if I compare it with another tool the NVIDIA plugin renders the normal blurry or too sharp for me.







EDIT:

Wait, it seems I can't find the new DL link for the nDo action set anymore, they updated it and setup their own website but it's down now.
I can't seem to be able to find a link that's not too old on the web.

I guess I'll have to upload my version.
 

Timbab

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Yea, once I close the helmet texture after a good session, just closing PS after saving the psd, totally bricks my PC lol, can't do anything for a few minutes. The last stages of the helmet become kind of annoying cause of it. Feels so good to work on a low MB texture right now, everything is smooth when you close/save/open it.

My SWG client launches pretty quick, but it only used like 300 mb ram or something, but mine is clean except Uli's exe and my texture. By the way, I have intro movies disabled, but my SOE Logo still shows up, anyway do disable it and go to the Login screen instantly?

But I agree, the tool sucks, especially with a bit rougher textures, it becomes a pain, which is why I set the height to 10, it's just headache free. Working on the Chest again after a long break, once I finish up with it, gonna spend some time finding the right settings for the autoset, ty again for that.


Edit: Oh? Didn't check the DLs yet, would be great if you're gonna up load yours then.
 

Kayliaah

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I don't know what's worse, the memory leaks or the extremely bad memory management, while the setup says SWG should take 250MB of memory, this being 75% of your total RAM up to 2GB, SURE.
In game using CTRL+SHIFT+G I think to bring the debug window, the game says it's using around 300MB of RAM at the moment, okay, bring up the task manager and see SWG taking 1.7GB, so WTF IS GOING ON.
I even used the large adress aware patch on the exe just in case it becomes a need, well I can't be sure it's useful at the moment because the game doesn't need that much.


How did you disable the "intro movies"? Do you me THE intro movie that you can disable in the setup? Or do you mean the loading screens that where you have to click click click to bring the login menu? I haven't found a way to disable the annoying loading screens but I'm sure it's somewhere.


Okay so I uploaded the one I used a while back, it does the same thing but nDo has many more options this one is prettys traight forward. But I can't seem to find the nDo plugin on my computer either now wth.
http://www.mediafire.com/?78go360kh1552do


EDIT: Finally I found it. http://www.mediafire.com/?4ooyovjjjbfci7s
Two for the price of one, make it count.
 

Timbab

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Haha, well thankfully I'm only on for short periods of the time so I don't notice it as much. Has it always been that crazy for you though? Leak/management wise I mean. Next time I start SWG I'll check my Task Manager.

Yea I mean the ones where you have to click, the stupid SOE logo and whatever else shows up each time, once I hit the login screen it's lightning fast. Could be worse though I guess.

Ty for the upload, gonna check it in a few, want to finish something first real quick.

P.S. FFS I can't wait until I'm done with Comp, painting grey on grey/white between black lines fucks over my eyes so unbelievably much, it's a nightmare getting straight lines or shading sometimes.

Edit: Doh, Invert works wonders for the eye cancer parts.
 

Kayliaah

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SWG + PS on with a couple uncompressed 4096x4096 = nightmare.
Add to that the use of /reloadtextures and SWG will either randomly crash or freeze until the textures are reloaded. Alt tabbing back and forth between SWG and PS is the worst crap ever, even switching between tabs in PS, it feels like I'm using my old computer all over again.
I know my HDD is slow but come on, it makes you want to ragequit after a while, when I'm using PS only it's just fine, with SWG on it's a nightmare.

Anyways I'll let you work lol.
 

Timbab

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Tell me about it, it's nuts. I'm anxious to see if we'll run into any problems further down the road with 10-20+ high res textures lol, gonna be interesting. But I'll probably drop them down lower from 4096x4096, 22-48mb per file is just too large.

And no worries, I take quick breaks every few minutes anyway, else my eyes will jump out and run away, it's like looking at the sun.

I gave in, I started using the linetool for some stuff to savee massive amounts of time. Totally feels like cheating, so I'm not gonna use it for everything, just some small annoying crap.
 

Kayliaah

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Just in case it takes a while each time you want to save your texture, try using the uncompressed format 8.8.8.8 ARGB 32 instead of DXT5, it's pretty much instant, then compress at the very end once you're done.
 
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