Comparison between a default mesh with its included normals and the same model with remapped + my normals (difference isn't QUITE as extreme ingame, but the default one is still horrible with graininess and weird-ass gradients all over the place)
your last gun look amazing but i think the texturing is still wip right ?
you gun is all have one color . make some screws look lighter and add more color to this good luck cant wait to see this in game
Yeah i remember i turned off new vegas after about half an hour because i was so severely shocked at how bad the first weapon you got looked in first person. Not played it since...
Your makeovers however look awesome dude, very nice. Send em to Beth, show em how it's done
your last gun look amazing but i think the texturing is still wip right ?
you gun is all have one color . make some screws look lighter and add more color to this good luck cant wait to see this in game
Turned OK ingame I guess..
Always a bit of a challenge 1) working with this engine (gloss is only a value, no coloured spec, most of the time the only light source is the sun, reflection maps ignore normal maps *really bugs me off*)
and 2) making stuff look like it fits in the world without being ridiculously rusty..
Yup, these look great. I really do question the art team over there at times, some of the weapon art was just awful. I know its a big game and all, but come on, some things don't even make sense.
Yup, these look great. I really do question the art team over there at times, some of the weapon art was just awful. I know its a big game and all, but come on, some things don't even make sense.
Yeah I mean if some simple things were done right it wouldn't've been even massively more effort..
With the original source models, baking some normals like I did here wouldn't take too much time - hell, it doesn't even take me too much time to bake some edge smoothing + add the fine details with nDo even though I work with broken triangulated models..
On top of that their speculars are really weak, so everything tends to look really flat.
The time + tri/tex budgets could've been pushed way more aggressively to produce better results in same time.
I bought this on steam but have yet to actually play it, I'm definitely installing your packs before doing so! Great work! And its actually benificial to others, which is a great idea.
I bought this on steam but have yet to actually play it, I'm definitely installing your packs before doing so! Great work! And its actually benificial to others, which is a great idea.
anyways, unless everyone knows the situation the artist were put in who created the weapons, I wouldn't jump so quick to call them shit. The art could have been outsourced... having experience with outsourced art, it can be a pain to try and "fix" errors and still keep up with deadlines.
Even if it was done in house, there are so many variables to think of that could sacrifice the quality of the art that's beyond the artists control. A good artist needs good management and leadership to give them the time and opportunity to create good art.
It blows me away the level of quality that Obsidian went with for their models and textures. Oh well, if the game makes money, do eeeeet.
Your stuff looks much improved. So are you taking their low poly triangulated model and rebuilding a high off that?
This is one of the few cases when the sandpaper monster is a good thing as it fits well with the universe.
Yeah, I'm just detriangulating the models in the game and tweaking with them until I have something that smooths nicely. Most of the details I add with nDo, the bake is entirely for edge smoothing. (saves time)
anyways, unless everyone knows the situation the artist were put in who created the weapons, I wouldn't jump so quick to call them shit. The art could have been outsourced... having experience with outsourced art, it can be a pain to try and "fix" errors and still keep up with deadlines.
Even if it was done in house, there are so many variables to think of that could sacrifice the quality of the art that's beyond the artists control. A good artist needs good management and leadership to give them the time and opportunity to create good art.
I heard they were done in-house, mostly by one artist.
Some people wanted more comparison shots, so here goes: Actual difference ingame is even bigger, since the default weapons have ridiculously high gloss values, low specular and the normal maps are mostly just a diffuse ran through the nvidia filter with no tweaks.
Also, 90% of their textures have diffuse lighting, so they might look passable in shots, but ingame.. yeah..
Just strikes me as odd that these (especially the trail carbine with all its noise and the police pistol with the chunky/blurry edge scratches) Wouldn't have been given a second pass since they will be in the players face all the time.
these look amazing, i had to reinstall NV just to see how badly the engine handles normals and such. its amazing how bad they look sometimes.
would you mind posting how you go about getting your new stuff into the game engine, i have wanted to mod oblivion and New Vegas but nifscope has defeated me multiple times.
these look amazing, i had to reinstall NV just to see how badly the engine handles normals and such. its amazing how bad they look sometimes.
would you mind posting how you go about getting your new stuff into the game engine, i have wanted to mod oblivion and New Vegas but nifscope has defeated me multiple times.
Import a default model into your 3d app, position your custom model well over it, import your mesh's body parts into the default model's parts to get the transformations and such right (there might be a better way, but this is how I do it), export to .nif with a nif plugin, open up two instances of NifSkope, paste mesh data of your mesh over the default mesh, tweak shader information and texture paths.
Again, this might be better done just in your 3d app but I don't know how, so I do it this way.
Shame the same can't be done with the hand models and pipboy, I mean I know that you can only do so much there because of the number of clothes options in the game, bu tthe basic male arms could be changed maybe? At least the Pipboy UI could be changed, that would look epic as a proper high poly/high res version.
Shame the same can't be done with the hand models and pipboy, I mean I know that you can only do so much there because of the number of clothes options in the game, bu tthe basic male arms could be changed maybe? At least the Pipboy UI could be changed, that would look epic as a proper high poly/high res version.
Pipboy is retexturable and replaceable, and the hands could also be easily redone. There are several replacements available even with new anims and such.
I'm considering the Pipboy but organic stuff is out of my league :poly142:
Nightshade: Feel free to add me on Skype/MSN/Steam if you need more advice
Replies
I've retextured more than half of the guns in the game, if anybody plays F:NV they can be found here:
http://www.newvegasnexus.com/downloads/file.php?id=38285
Available here:
http://www.newvegasnexus.com/downloads/file.php?id=41721
you gun is all have one color . make some screws look lighter and add more color to this
good luck cant wait to see this in game
Your makeovers however look awesome dude, very nice. Send em to Beth, show em how it's done
Also, completely off topic, but Tda, what made you stop modding TESIV? I haven't seen any work or head a peep from you in years...
Yeah still a bit wip
Always a bit of a challenge 1) working with this engine (gloss is only a value, no coloured spec, most of the time the only light source is the sun, reflection maps ignore normal maps *really bugs me off*)
and 2) making stuff look like it fits in the world without being ridiculously rusty..
Yeah I mean if some simple things were done right it wouldn't've been even massively more effort..
With the original source models, baking some normals like I did here wouldn't take too much time - hell, it doesn't even take me too much time to bake some edge smoothing + add the fine details with nDo even though I work with broken triangulated models..
On top of that their speculars are really weak, so everything tends to look really flat.
The time + tri/tex budgets could've been pushed way more aggressively to produce better results in same time.
http://www.newvegasnexus.com/downloads/file.php?id=43135
I heavily suggest this if your PC can handle it, because most of the environment textures are really low-res as well.
Your stuff looks much improved. So are you taking their low poly triangulated model and rebuilding a high off that?
This is one of the few cases when the sandpaper monster is a good thing as it fits well with the universe.
anyways, unless everyone knows the situation the artist were put in who created the weapons, I wouldn't jump so quick to call them shit. The art could have been outsourced... having experience with outsourced art, it can be a pain to try and "fix" errors and still keep up with deadlines.
Even if it was done in house, there are so many variables to think of that could sacrifice the quality of the art that's beyond the artists control. A good artist needs good management and leadership to give them the time and opportunity to create good art.
Yeah, I'm just detriangulating the models in the game and tweaking with them until I have something that smooths nicely. Most of the details I add with nDo, the bake is entirely for edge smoothing. (saves time)
I've done several for a mod pack, but I hate working with GECK so I just focus on art and let other people do the other stuff for me :P
http://newvegasnexus.com/imageshare/images/431125-1308599147.jpg
for instance
I should when I get the chance.
I heard they were done in-house, mostly by one artist.
because they are working to a schedule. its easy to make a fantastic model when you don't have a deadline looming.
budget.
Well, I don't wanna think too highly of myself, but I think I could do a lot better in a short time (then again weapons are my main focus)
I could probably do 2 weapons from scratch in 3 days working full-time.
perhaps you should head over there and sort em out then
And what if the producer came up to you and said you have a week to do 5 or more weapons? quality might suffer, which is a shitty downside.
Looking great though Millenia
Also, 90% of their textures have diffuse lighting, so they might look passable in shots, but ingame.. yeah..
Still kind of curious as to why the originals suck so hard...
Great stuff man, very nice to see the comparison shots.
Then again, I can see your point. *Shuts up*
Dunno, it seemed like a good idea at the time :poly142:
I'll probably rework it later (I also forgot to gold some parts)
Got a bit lazy with finishing this one as well.. Oh well, at least it's still an improvement.
would you mind posting how you go about getting your new stuff into the game engine, i have wanted to mod oblivion and New Vegas but nifscope has defeated me multiple times.
Import a default model into your 3d app, position your custom model well over it, import your mesh's body parts into the default model's parts to get the transformations and such right (there might be a better way, but this is how I do it), export to .nif with a nif plugin, open up two instances of NifSkope, paste mesh data of your mesh over the default mesh, tweak shader information and texture paths.
Again, this might be better done just in your 3d app but I don't know how, so I do it this way.
@Millenia thanks for the rundown, I'll have to try it. the game doesnt have enough long range guns.
Pipboy is retexturable and replaceable, and the hands could also be easily redone. There are several replacements available even with new anims and such.
I'm considering the Pipboy but organic stuff is out of my league :poly142:
Nightshade: Feel free to add me on Skype/MSN/Steam if you need more advice
Skype: milleniafin
Steam: milleniafin
MSN: hans_palm@hotmail.com