Adventures In Texture Editing

Looks awesome Zaela. Makes me want to try a new custom SoulFire sword!

If you ever start looking at armor...check out the Thurgadinb_chr. They were on to some interesting external armor methods with the Coldains. I wonder if you could figure out if those files could be copied over for other races, and perhaps other armor. This is of course for the old-world models though, so you would have to pick if that's more interesting/do-able than the luclin models.
 
Not really texture editing, but thought you'd like this one Grink.
Always liked popping into a cat room after an abrupt zone crash or port fail or whatever. Back in the day, I had a cat named Patches who looked just like that cat! Good times. :)
 
Cliche ahoy.

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Wanted to try actually making a model for a (slightly) better example than my cardboard tube... Texturing is hard.

Kind of looks less out of place in the hands of an old model. More satisfying, too -- luclin models swing their weapons too fast...
 
Absolutely beautiful, Zaela. Now all you need to do is double the height/width dimensions on the Buster Sword and maybe it'd be considered suitable for a one-hander drop on one of Marza's encounters! :cool:
 
More reaction than my slapdash baby's first how-do-you-change-the-dimensions-of-a-cube model merited ;p Felt like learning a little more, here's a newb version I actually put some effort into:

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Texture's still a bit crap but the sharp part of the blade actually stands out a bit this time.
 
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So a less tounge-in-cheek response... Adversity (http://wiki.shardsofdalaya.com/index.php/Adversity)

Adversity is a big damage 2-hander with a graphic that is kinda feels small for it. Below is a screen shot of it with a medium sized creature. To me it looks like a 1-hander still. When I've seen ogres wield it, it looks much like a glorified butter knife. I think that if your serious about putting the graphic in game, this would be a good candidate for it.

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Also Adversity is a cool name fit for that graphic imo.
 
A home that can use the newer model format rather than being stuck with the ancient horrible format I can't be bothered to make a tool for.

Maybe serious about putting it in a game. Not particularly interested in blowing it on some old thing on SoD.
 
Figured I might as well complete the set...

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Sword's blade ought to be a bit thicker, though. Depth fakery via normal mapping doesn't seem to make much difference either :| Texturing is definitely the tough part of making weapon models.
 
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Was bothering me so I went back and added a little shading to the texture. The normal map works better in daytime too apparently -- note the lighted edge on some of the details:

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But you can see it screws up a bit at certain angles:

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No idea why it cuts a "V" through the lower sections. Doesn't seem to correspond to anything... maybe the renderer is just making certain assumptions that I'm not playing nice with.
 
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