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Capibara's wip's


Capibara

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Since this seems to be the customary way here, i'm starting a wip thread to show some of the stuff i've been making (yet more .tga edits YAY! :rolleyes::p)

 

Davik's Armor variations

 

Bith and Jawa re-skins

 

Sith Troopers variations

 

Soldier Clothing re-skin

 

Female head variation

 

Saul Karath

 

Sith Apprentice

 

Brown/black Dark Jedi Master

 

Blue/black Dark Jedi Master

 

White/gray Dark Jedi Female

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Thanks! i was starting to think no one liked the stuff and feeling irresistible murderous rage. :p

 

The last robe (the dark brown with stripes) it's supposed to be a replacement for the default exar kun's light armor that can be bought on korriban.

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  • 3 weeks later...

Some more screenies;

 

Robes:

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After much editing the white robe ended up like this (not so white anymore):

 

kotor0000.png

 

Exar Kun's light battle robe after some final touches:

 

kotor00002.png

Changing the appearence of bad guys:

 

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Sith Masters at the end [their default look is completely dumb with those happy colors and all, not to mention their generic design, so i'm trying to give them a more menacing look and, at least for this one -still two more to go- i may have succeded (?)]:

 

kotor00016.png

 

^Gray parts on the belts, neck and kneepads were supposed to have metallic shine but it seems the cm_baremetal is disallowed for this tga or something...

Headgear edits:

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Since i hate the looks of most of the headgear in the game, i'm making various edits of the more passable ones in order to replace some of those other face-eating monsters, here's an example:

 

kotor00012.png

 

That's all for now, any comments/suggestions are welcomed. :)

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Please elaborate (if you don't mind), i'm no artist, i just learned a bunch from tutorials here + what little PS-using i knew before. :p

 

EDIT: ok, so i thought about it and i think i see what you meant; use a resized base, apply the new texture work at normal size, then resize the whole thing to normal base size (stretch out, 'paint', then back to normal so the new stuff soaks up or 'absorbs' better on the base texture?), is that it? if it is, is it not the same as just resizing the new stuff? will have to experiment on this i guess.

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EDIT: ok, so i thought about it and i think i see what you meant; use a resized base, apply the new texture work at normal size, then resize the whole thing to normal base size (stretch out, 'paint', then back to normal so the new stuff soaks up or 'absorbs' better on the base texture?), is that it? if it is, is it not the same as just resizing the new stuff? will have to experiment on this i guess.

 

Sort of. When you add texture, it's best to size the .tga image up. Do this before you add the texture and when you finish do not scale it back. This way your texture will show up much nicer in-game. Note that this doesn't apply to just re-colors... it won't have a difference there.

 

I like what you've got so far, especially that dark jedi.

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I love most of these reskins, but there's one thing however I think looks strange. The color of the sith master's face is odd. I mean, with his face red like that, he looks either constipated, holding its breath for too long or like an angry kid. For me, it kind of ruins the other improvements (which are massive, in my opinion) of his uniform, as most human looks for the face in order to get a feel of what people are like.

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Thanks for the comments.

 

Sort of. When you add texture, it's best to size the .tga image up. Do this before you add the texture and when you finish do not scale it back. This way your texture will show up much nicer in-game. Note that this doesn't apply to just re-colors... it won't have a difference there.

 

Ahh, interesting! (i would've thought that altering the image size would mess it up in-game... but it doesn't eh? is there a size restriction, does it have to be double, as Sith Holocron above mentioned, or could it be 1.5 size for instance?)

 

Unfortunately doing that for these skins here would be practically impossible now... :| (for what it's worth the screenshots are taken at almost minimal graphical settings... so they can look a bit better).

 

I like what you've got so far, especially that dark jedi.

 

Thanks! by the way, do you know know how to make cm_baremetal visible on that dark jedi skin? (i know about the alpha channel and the txi file but the thing just won't show up in-game).

 

I love most of these reskins, but there's one thing however I think looks strange. The color of the sith master's face is odd. I mean, with his face red like that, he looks either constipated, holding its breath for too long or like an angry kid. For me, it kind of ruins the other improvements (which are massive, in my opinion) of his uniform, as most human looks for the face in order to get a feel of what people are like.

 

Constipated, really? lol, you either love cartoons a bit much or you should go see a doctor... :p Jokes aside, here's some alternate explanations; he's the starwars equivalent of an rl person of indian descent and the dark side accentuated and darkened his natural skin color (the DS changing a person's physical appearance; not unheard of), or, maybe he's not human at all but some rare starwars alien and his other more alien features are concealed behind his mask and cloak, or, maybe he's half human, half humanoid starwars alien, who knows? :D

 

But i see your point though; at first i wasn't too happy about the result either but it kinda grew on me: skin-wise he is different to the generic type, really different, which was the idea.

 

EDIT: could someone please tell me how to add that nice [WIP] text in color at the thread title? :)

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Well the texture size has to be increased/decreased in powers of 2. For example, most of the smallest kotor textures are 64x64, which can be increased to 128x128, 256x256, 512x512, and so on (though 1024 should really be the biggest - anything else I think is overkill).

 

With your shiny dark jedi problem, changing their envmap in their appearance.2da entry would probably solve it. Just input "CM_Baremetal" in there and see how that works :)

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Well the texture size has to be increased/decreased in powers of 2. For example, most of the smallest kotor textures are 64x64, which can be increased to 128x128, 256x256, 512x512, and so on (though 1024 should really be the biggest - anything else I think is overkill).

 

All right, that's understandable (but just to be sure, heh).

 

With your shiny dark jedi problem, changing their envmap in their appearance.2da entry would probably solve it. Just input "CM_Baremetal" in there and see how that works :)

 

Ok, gonna have to learn now how to edit 2da files it seems, bugger... thanks for the tips. :)

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  • 2 weeks later...

Finished the Dark Masters (now they'll have new, custom appearance along with new stats and names, instead of the happy color generic fillers they were before):

 

Darth Carious:

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Pimped the robe texture a bit more:

 

59469325.png

Lord Silgar:

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With terminator eyes! :p

 

46384360.png

And my favorite, Darth Ahkna:

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Figured i'd make the last one a female instead of yet another male one.

 

72135122.png

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Looks good Capibara... Nice work :)

 

As a general observation, I've tended to mix re-sizing skins up, so for example for Revans armour I doubled the texture size, also I have enlarged the textures with smaller maps... e.g. 256 by 256. But for most skins I've kept them at the usual size. Partly as increasing skin size then means alot longer to upload download, and I didn't think the gain was great enough to justify it, however that maybe just my 2 cents on the matter...

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I've been making some variations of alien npc's (nothing too fancy, of course), and would like your opinions on the matter, since i don't really have a use for these in my mod, i'm thinking they could be useful to some of you guys out there making new area/story mods:

 

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79648700.png

 

92660860.png

 

11152879.png

 

17630971.png

Several other are still under 'construction' (also, since these were small, i followed advice and sized them up a bit)

 

So want do you people think, do i keep churning them out or is it not really useful?

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  • 2 weeks later...

Since i'm going through evey map adjusting and tweaking creature files, i intend (hopefully it's possible) to change the generic dark jedi to a more darker look according to their class; the black colored one is for counselors, the purple one for sentinels and the red-ish one for guardians. This would make their class recognizable and give them a bit of variety appearance wise.

 

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darkjedim.png

Some more robes; LS Brown, LS/DS Blue, DS Red and LS Red:

 

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robesf.png

 

robesm.png

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