jonathan7 Posted August 9, 2009 Share Posted August 9, 2009 Bonjourno All! Force Fashion 2 for TSL is coming a long nicely; unfortunately my top secret partner in crime has had to step down, but fortunately I have a new top secret partner in crime Anyways I have started work on Force Fashion for K1... Here is the first test robe, which I have been working on... Show spoiler (hidden content - requires Javascript to show) I shall keep you updated as things go.... As ever thoughts, suggestions, criticisms etc are welcome Link to comment Share on other sites More sharing options...
Kyr'am Galaar Posted August 9, 2009 Share Posted August 9, 2009 Woah... already can't wait for this... Link to comment Share on other sites More sharing options...
Gob Posted August 9, 2009 Share Posted August 9, 2009 The skin itself looks great, but it kind of looks weird overlapping the model. I think you should add a little more definition on the edges of the outside part of the robe... if that means anything. Look in the smaller picture at the top if you don't know what I'm talking about. Link to comment Share on other sites More sharing options...
jonathan7 Posted August 9, 2009 Author Share Posted August 9, 2009 The skin itself looks great, but it kind of looks weird overlapping the model. Yeah, I like the model, but it has its limitations unfortunately, I'm just a skinner and not a modeller so can't fix that issue... I think you should add a little more definition on the edges of the outside part of the robe... if that means anything. Look in the smaller picture at the top if you don't know what I'm talking about. Yeah, I know what you mean - it was an issue I sorted out with the larger pictures Link to comment Share on other sites More sharing options...
VarsityPuppet Posted August 9, 2009 Share Posted August 9, 2009 Honestly, I think it looks really weird. I can't explain it... it just looks too... neat. Link to comment Share on other sites More sharing options...
TriggerGod Posted August 9, 2009 Share Posted August 9, 2009 Honestly, I think it looks really weird. I can't explain it... it just looks too... neat. Isn't that what a Jedi is? The Jedi is the clean and tidy guy, and the Sith is the Jedi's messy roommate. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted August 9, 2009 Share Posted August 9, 2009 Isn't that what a Jedi is? The Jedi is the clean and tidy guy, and the Sith is the Jedi's messy roommate. Ha.. good analogy. Jedi usually have baggyish clothing though. Maybe it's the lack of cloth folds that's throwing me off. Link to comment Share on other sites More sharing options...
SpaceAlex Posted August 9, 2009 Share Posted August 9, 2009 Hmm, nice pose there in the middle. He looks like he's waiting to get kissed. Anyway, the texture itself looks great, but I don't know if it fits on that robe model, which is pretty flawed (the shadows and edges are seen in all the wrong places). Someone with more modeling experience ought to fix it. Link to comment Share on other sites More sharing options...
Tobias Reiper Posted August 9, 2009 Share Posted August 9, 2009 I don't know why but that robe looks... wrong somehow. Link to comment Share on other sites More sharing options...
Shem Posted August 9, 2009 Share Posted August 9, 2009 Hopefully I explain it right. Suggestion: 1 (Red). See the robe overlap? 2 (Blue). Invert it to the other side. The arrow points to the mark in the model of the robe overlap on the other side because of how the original base skin was built around. Link to comment Share on other sites More sharing options...
Marius Fett Posted August 9, 2009 Share Posted August 9, 2009 The overlap is also built into the model, Shem. Link to comment Share on other sites More sharing options...
Gob Posted August 9, 2009 Share Posted August 9, 2009 The overlap is also built into the model, Shem. Yeah, that's what he's saying. He's saying to make use of the overlap on the model by making the robe overlap align with it, I think. Link to comment Share on other sites More sharing options...
Shem Posted August 9, 2009 Share Posted August 9, 2009 Yeah, that's what he's saying. He's saying to make use of the overlap on the model by making the robe overlap align with it, I think.Bingo! Link to comment Share on other sites More sharing options...
jonathan7 Posted August 9, 2009 Author Share Posted August 9, 2009 Aye, I knew what Shem meant What other model suggestions are there, I'd like something that has tabards - Jolee's is a possibility for male characters, but I'd need the female variety tweaked by a modeller if anyone is up for it... Link to comment Share on other sites More sharing options...
jonathan7 Posted June 27, 2010 Author Share Posted June 27, 2010 Well having asked a few people for suggestions, I will now open this up for you all to see. Having come across this the other day I felt inspired to do a reskin of Revans robes... Here are the results this far; Up close; (56k beware) Show spoiler (hidden content - requires Javascript to show) You can also see its evolution thanks to various improvements suggested by Astor, Inyri, DI and mimartin... WIP Photo Album Thoughts/Suggestions/Criticisms/Improvements welcome! Link to comment Share on other sites More sharing options...
The-Seraphim Posted June 28, 2010 Share Posted June 28, 2010 I'd recommend making the cloth texture on the revan robe have smaller and more 'squares'(make the texture smaller ) and to lower the opacity it seems too 'visable' making it a bit distracting and unrealistic normally you wouldn't really notice a texture on clothing unless you really looked. Link to comment Share on other sites More sharing options...
Dak Drexl Posted June 28, 2010 Share Posted June 28, 2010 ^I agree, and I also think that you might want to make the hood, robe, and cape have different consistencies if you know what I mean, so that they each look a bit different instead of the uniform cloth texture. Also maybe some very subtle, desaturated reds in the armor part as well. But besides that it's a big improvement over the original. Link to comment Share on other sites More sharing options...
Druganator Posted June 28, 2010 Share Posted June 28, 2010 I'm not sure if I'm missing something but from the before and after picture it appears as though you stripped away all the detail. It looks like you softened everything. Now up close I can see you've changed some things but from the, what appears to be, gameplay distance it really looks, to me anyway, as though you smoothed out all the definition. Link to comment Share on other sites More sharing options...
jonathan7 Posted June 30, 2010 Author Share Posted June 30, 2010 I'd recommend making the cloth texture on the revan robe have smaller and more 'squares'(make the texture smaller ) and to lower the opacity it seems too 'visable' making it a bit distracting and unrealistic normally you wouldn't really notice a texture on clothing unless you really looked. Show spoiler (hidden content - requires Javascript to show) Better? ^I agree, and I also think that you might want to make the hood, robe, and cape have different consistencies if you know what I mean, so that they each look a bit different instead of the uniform cloth texture. Also maybe some very subtle, desaturated reds in the armor part as well. But besides that it's a big improvement over the original. With regards armour colour, I'm gonna produce various colour options once I've finally finished reskining the other aspects... I'm not sure if I'm missing something but from the before and after picture it appears as though you stripped away all the detail. It looks like you softened everything. Now up close I can see you've changed some things but from the, what appears to be, gameplay distance it really looks, to me anyway, as though you smoothed out all the definition. Did you click on the "show spoiler button? Hint click on show spoiler below (and above)... Show spoiler (hidden content - requires Javascript to show) For the record, I've doubled the size of the texture map, and completely reskinned everything, I don't "smooth" out definition... This is me we're talking about, I don't generally manipulate in game textures in any way... The only things which remain from the original texture is the folds in the cape and fabric... Link to comment Share on other sites More sharing options...
Druganator Posted June 30, 2010 Share Posted June 30, 2010 I clicked on the spoiler before and I couldn't tell, but the other one shows what you're talking about. you took the shiny rigid things that appeared, to me anyway, as detailed and made them into detailed fabric that doesn't shine or stand out in the same way. Link to comment Share on other sites More sharing options...
The-Seraphim Posted June 30, 2010 Share Posted June 30, 2010 Show spoiler (hidden content - requires Javascript to show) Better? Yes that looks a lot better, could a perhaps see a normal game view for the front and back? (normal distance) Link to comment Share on other sites More sharing options...
jonathan7 Posted July 5, 2010 Author Share Posted July 5, 2010 I clicked on the spoiler before and I couldn't tell, but the other one shows what you're talking about. you took the shiny rigid things that appeared, to me anyway, as detailed and made them into detailed fabric that doesn't shine or stand out in the same way. I'm not quite sure I follow, but I've tried to emphasize the shadows on the armour more to "show" the detail and added a couple more ridges... Yes that looks a lot better, could a perhaps see a normal game view for the front and back? (normal distance) Here is the current version (I forgot to brighten my screenshots, so apologises if they're a bit dark)... Here is a current close up... Show spoiler (hidden content - requires Javascript to show) Here is a variant which includes the alpha channels... As usual let me know thoughts/criticisms/suggestions. Link to comment Share on other sites More sharing options...
redrob41 Posted July 5, 2010 Share Posted July 5, 2010 Hey j7, I didn't realize you added this to a thread. I'll put further comments here instead of PMs. I'm not sure if I'm missing something but from the before and after picture it appears as though you stripped away all the detail. It looks like you softened everything. Now up close I can see you've changed some things but from the, what appears to be, gameplay distance it really looks, to me anyway, as though you smoothed out all the definition. yeah, I noticed that too, and mentioned in a PM: It looks like you're going for a textured leather armour (like snakeskin). It works well in that little oval area, but the rest looks blurry. The lack of shadows & highlights along the seams kinda takes away from the sculpted\segmented look, but maybe that's intentional. Here is the current version (I forgot to brighten my screenshots, so apologises if they're a bit dark)... The darker shot works better, since it emphasizes the contrast in the cape and hood. Now the shadows don't look washed out. Here is a variant which includes the alpha channels... The alpha channels make a big difference. Now, those ridges we were talking about earlier, actually stand out and look dimensional, rather than flat or blurry. One major thing that just jumped out at me, is that the loin cloth (BTW better now that it is red like the mask) passes through the gold ring, and then folds out to the sides, but you've still got those side cloths coloured black. Perhaps you want them to be red on one side, and black on the other? If so, you might want to put hints of the other colour on each part, so that it looks like part of the back side can be seen along the edge. For example, have the bottom edge of the black fold over and show a bit of red. Hmm , I might not be making this any clearer. Or, maybe you'll want to make the side cloth red to match the loin cloth? Either way, pay special attention to the middle part of the mirrored loin cloth, as there should be some space there, since the loin cloth is technically two pieces of cloth hanging side by side. Link to comment Share on other sites More sharing options...
Seikan Posted July 5, 2010 Share Posted July 5, 2010 Also, the red line on the middle of the mask seems weird, you should make it as the other red parts. Link to comment Share on other sites More sharing options...
Dak Drexl Posted July 5, 2010 Share Posted July 5, 2010 The alpha channels make a big difference. Now, those ridges we were talking about earlier, actually stand out and look dimensional, rather than flat or blurry. Totally agree. Also that gold on the belt looks really awesome. Maybe you could add in a few more subtle gold highlights on the other hooks/buckles/whatever they are. This version so far is really great though. Link to comment Share on other sites More sharing options...
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