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Open jobs for texturers [arch. posts] - Printable Version +- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum) +-- Forum: Archived (closed boards) Silgrad TES IV & TES III & General discussions (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-Silgrad-TES-IV-TES-III-General-discussions) +--- Forum: Discussion boards for our towns & cities TESIV (https://www.silgradmodding.net/forum/Forum-Discussion-boards-for-our-towns-cities-TESIV) +--- Thread: Open jobs for texturers [arch. posts] (/Thread-Open-jobs-for-texturers-arch-posts) |
- Razorwing - 04-02-2007 Quote:Originally posted by WhiteWizard That's fine too. Tx_Ashl_banner_06.tga - Razorwing - 04-06-2007 Tx_Ashl_banner_06.tga I'd like to request a recreation of the texture "Tx_Ashl_banner_06.tga" from Morrowind. It was one of the textures Bethesda used for TES3's square cushions, which I'm recreating. A width of 512 and a height of 1024 would be great. Here's the TES3 texture on my square cushion mesh: Texture compilation - Razorwing - 04-08-2007 This is a list of Morrowind Visual Pack / Vibrant Morrowind textures in our mod which I found to be based too heavily on the originals and need to be recreated - which they should probably have been in either case due to their smaller size. A double sized compared to the current one is usually a good rule of thumb. You only have to pick up as many as you want, even getting just one of these remade would be terrific. Just as terrific would be straightforward tips on where to find existing replacements; maybe you know of a retexture pack I didn't when I borrowed these? Download reference files: Server #1 | Server #2 black[/hr] Name in our mod: AshGrass02 TES3 Counterpart: Tx_ash_grass_01 Name in our mod: AshyamBody / AshyamSprout TES3 Counterpart: Tx_ash_yam_01 / Tx_ash_yam_02 NOTES: The two TES3 textures are basically identical apart from a recolor. The first is used for the body of the plant, while the second is used for the sprouts and roots. Name in our mod: BannerRedoranHuge TES3 Counterpart: Tx_V_b_redoran_01 Name in our mod: BannerRedoranMini01 TES3 Counterpart: Tx_banner_redoran_01 Name in our mod: BittergreenPetal TES3 Counterpart: Tx_bittergreen_02 Name in our mod: BlackAntherPetal TES3 Counterpart: Tx_black_anther_01 Name in our mod: Bottle10 TES3 Counterpart: Tx_bottle_10 Name in our mod: CeramicSwirlLarge TES3 Counterpart:Tx_ceramic_swirl_large Name in our mod: CeramicSwirlSide TES3 Counterpart: Tx_ceramic_swirl_side Name in our mod: ClothPattern01-03 TES3 Counterpart: tx_clothpattern02-04 / google for alternatives, RW! Bound to be plenty Name in our mod: ComberryFlowercluster TES3 Counterpart: TX_Comberry_01 NOTES: The stem has to be anchored at the base of the texture, else the clusters will look like they're floating. That's the only reference you need to keep from the original texture, besides that just make a bush branch texture with plenty of berries on it. Please make the normal map from a mask where the berries are white and the rest black (blur it a bit). (It would have been fun for me to model a branch, add individual leaves, and add meaty grape-like clusters of berries but the sad fact remains that it's a plant, and that it has to work in a live environment like a computer game.) Name in our mod: CorkbulbLeaf TES3 Counterpart: Tx_cork_bulb_02 NOTES: The stem has to be anchored at the base of the texture, else the leaves will look like they're floating. Please use the same leaf design as Bethesda did. Name in our mod: CorkbulbRoot TES3 Counterpart: Tx_cork_bulb_01 Name in our mod: DunmerLute TES3 Counterpart: Tx_de_lute Name in our mod: DunmerTapestry01 TES3 Counterpart: Tx_de_tapestry_02 NOTES: This is actually the only Dunmer decorative-banner texture that is too closely based on the TES3 version. But at the same time it's the most important one because it's the symbol of Morrowind (both the game and the province) and was seen exceedingly often in TES3. But I also included the other decorative-banner textures in the reference archive because it would be great to see them remade. The ones we use right now don't look anything like the original textures, rather they look like they're from our own world. Still, the only one we *really* need is this, the Morrowind symbol one. Name in our mod: FireFern03 TES3 Counterpart: Tx_fire_fern_03 NOTES: There are three fire fern textures, but as far as I can tell only #3 is based too heavily on the TES3 texture. But naturally if you would consider remaking #3 perhaps you'd like to do the other ones too so there's not a huge difference between the current textures and your new one. They could certainly do with a makeover. Name in our mod: FloraWillowflowerStamen01 TES3 Counterpart: Tx_willow_flower_02 NOTES: The stems has to be anchored at the base of the texture, else the leaves will look like they're floating. The texture is only used on a very small surface so you don't really need to make it larger than 64x64. Name in our mod: GlassBottle[...] TES3 Counterpart: Tx_glass_bottle_[...] NOTES: These six textures are used on the bottles seen littering most homes, which are a cluttermonkey's favorite. If you're cautious of attempting to make a glass texture then don't be, because you don't have to do anything different for these ones. The surface can't use Oblivion's glass effect because the color map is too detailed, and if the color map hadn't been detailed then the point of them would be lost. A complimentary specular map would be very nice though. Name in our mod: GoldKanetPetal TES3 Counterpart: Tx_goldkanet_01 NOTES: The stem has to start at the base of the texture, else the clusters will look like they're floating. Apart from the main flowercluster texture please also supply an additional texture with just a single flower in case it's needed. (Unlike with the comberry it could be possible to 3d-ify the flowercluster, though I'd need to experiment using the single-flower texture first) Name in our mod: ItemPot[...] not the 'bug' ones TES3 Counterpart: Tx_item_pot_[...] Name in our mod: Keyhole05 TES3 Counterpart: Tx_keyhole_05 Name in our mod: Kreshweed03 TES3 Counterpart: Tx_kreshweed_03 NOTES: In ST v2, two texture types exist in two variations, where the "b" variation isn't based on the TES3 counterpart but the "a" variation is. Now I've removed the ones that are too closely based, so the only remaining texture that needs to be recreated is #03, the leaf. Name in our mod: KwamaEgg00 TES3 Counterpart: TX_kwama_egge_00 Name in our mod: LichenBlack01 TES3 Counterpart: Tx_black_lichen_01 (+02) NOTES: Tx_black_lichen_02 is an edited version of Tx_black_lichen_01, so it's just one texture using two files. In the original model from TES3 the second texture is used in the center of the model (since that surface shouldn't have opacity). Name in our mod: Marshmerrow02 TES3 Counterpart: Tx_marshmerrow_02 Name in our mod: Marshmerrow03 TES3 Counterpart: Tx_marshmerrow_03 Name in our mod: Metal6thHouseBells TES3 Counterpart: Tx_metal_6th_bells NOTES: Bethesda often used this elaborate metal texture on small surfaces all over the place. The paper lanterns are a good example. So, you don't actually need to pay much attention to the original texture in this case, because - as Bethesda - we use it as a general 'non-precious ornate metal' texture. Any pattern that doesn't remind of real life references will do well. Name in our mod: MetalIronRustyStrip01+02 TES3 Counterpart: Tx_metal_iron_rusty_strip_01+02 NOTES: These two small border textures are used for small surface details, like (to take wild examples) the rim of a goblet or the handle of a sword. They're very useful. The size should preferrably be doubled to 128x32 though. Name in our mod: MiscDunmerWickwheatBundleCap TES3 Counterpart: tx_wheat01 Name in our mod: MiscDunmerWickwheatBundleSide TES3 Counterpart: tx_wheat00 Name in our mod: PaperLantern## TES3 Counterpart: Tx_Misc_lantern_paper_## NOTES: Glow maps required as well, although the existing glow maps can probably be kept. Name in our mod: RedoranBorderBroken01 TES3 Counterpart: Tx_redoran_brokenedge_01 Name in our mod: RedoranBorderMVP03 TES3 Counterpart: Tx_Redoran_border_03 Name in our mod: RedoranBorderMVP04 TES3 Counterpart: Tx_redoran_d_edge_01 Name in our mod: RedoranDoor01+02 TES3 Counterpart: Tx_redoran_door_01+02 Name in our mod: RedoranWallMVP02 TES3 Counterpart: Tx_Redoran_wall_02 Name in our mod: RopeWoven01 TES3 Counterpart: Tx_rope_woven Name in our mod: Rug01 TES3 Counterpart: Tx_rug00 Name in our mod: Rug02 TES3 Counterpart: Tx_rug_02 Name in our mod: Rug03 TES3 Counterpart: Tx_rug_03 Name in our mod: Rug03bd TES3 Counterpart: Tx_rug_03_border Name in our mod: Shears01 TES3 Counterpart: Tx_shears_01 Name in our mod: VelothiBorder01 TES3 Counterpart: Tx_V_strip_01 Name in our mod: VelothiBorder02 TES3 Counterpart: Tx_V_strip_02 Name in our mod: VelothiBorder03 TES3 Counterpart: Tx_V_strip_03 Name in our mod: VelothiBorder04 TES3 Counterpart: Tx_V_strip_04 Name in our mod: VelothiBorder05 TES3 Counterpart: Tx_V_strip_05 Name in our mod: VelothiBorder06 TES3 Counterpart: Tx_V_strip_06 -- The mushrooms of the Bitter Coast -- Name in our mod: flora\shroom\BunglersbaneTop TES3 Counterpart: Tx_BC_fungustop_01 Name in our mod: flora\shroom\BunglersbaneBottom TES3 Counterpart: Tx_BC_fungusbottom_01 Name in our mod: flora\shroom\HyphaFaciaTop TES3 Counterpart: Tx_BC_fungustop_02 NOTES: This isn't used as a transparant texture, so you don't have to worry about keeping the outline of the existing texture intact. Name in our mod: flora\shroom\HyphaFaciaBottom TES3 Counterpart: Tx_BC_fungusbottom_02 Name in our mod: flora\shroom\LuminousRussolaCap TES3 Counterpart: Tx_BC_mushroom_01 Name in our mod: flora\shroom\LuminousRussolaBot TES3 Counterpart: Tx_BC_mushroom_02 Name in our mod: flora\shroom\LuminousRussolaStem TES3 Counterpart: Tx_BC_mushroom_03 NOTES: If only one set of textures are remade I hope it is there, because they look absolutely horrible. Seriously, they hurt my eyes everytime I see them, instilling a desire to resize the mushrooms to the size of a fimble just to keep their appearance away from the player. (A glow map for the cap texture is required) Name in our mod:flora\shroom\VioletCoprinusCap TES3 Counterpart: Tx_BC_mushroom_04 - Seniosh - 04-10-2007 Recently, Dumac recieved several dwemer models from Sahardoom. Although the models themselves are excellent, many of the textures just don't stand up to ST's standards. What i need it someone willing to retexture approximately 10 items, many of which can probably share a texture. I did not make the models, so i don't know how well it it UV mapped or anything. These models are not in the CS, because the files have not been put into Silgrad Tower yet. If someone is interested, please PM me, and i will give you a link to the files i need retextured, including the current textures. If whoever picks this up needs the Morrowind files, i will gladly give you those too. Some of these desperately need a retexture, so i hope someone's up for it. If you need any other details, please ask. I don't know much about textures, so requesting some is an unknown for me. - Razorwing - 04-10-2007 I added your request to the list. :check: - skydye - 04-13-2007 I'm sorry for coming to this project so late. I'm far too lazy to read every thread too find the postings of the textures your already going to use. But if you can link me to them. Then I can give this an effort of matching it up to the look you need. Thanks Skydye - Razorwing - 04-14-2007 Quote:Originally posted by skydye Hi skydye, thanks for volounteering! The list a few posts up goes through all the textures currently in our mod that needs to be reworked, and notes which TES3 texture it's meant to look like. It doesn't note textures for which there is already a claim in the original post. The TES3 textures (for reference) can be downloaded from the links near the top of that post, while our current textures can be downloaded from here. - TheImperialDragon - 04-21-2007 I have a new request. Normally, I'd do something like this myself, but my computer is being stubborn. So, here's the deal: The Bloated Float models need to be retextured/recoloured for Ebbedin. It needs to look worn and dirty by comparison to the regular model, and the name plank(s) should read "Ferry" as opposed to "The Bloated Float". Don't alter the mesh (the interior was already made). It's fairly straightforward. Post in this thread if you're interested in taking this up. - Razorwing - 04-21-2007 I added it to the list... before I realized you'd probably already done that Oh well. I'll keep my fingers crossed it gets picked up. Hey skydye! *waves* =) - RideWithTheWind - 04-25-2007 Here are the most important textures needed for dwemer ruins, if you want to claim this, note that the patterns are not essential, as long as color and brightness are close to original (recolors of oblivion textures may be fine). 4 trims that tile horizontally: trim3, 256x64: http://www.putfile.com/pic.php?img=5305952 trim6, 256x64: http://www.putfile.com/pic.php?img=5305953 trim7, 128x64: http://www.putfile.com/pic.php?img=5305954 trim15, 128x64: http://www.putfile.com/pic.php?img=5305955 2 walls that tile horizontally (256x256): wall90: http://www.putfile.com/pic.php?img=5305963 wall40: http://www.putfile.com/pic.php?img=5305960 6 walls that tile horizontally and vertically (256x256): wall10: http://www.putfile.com/pic.php?img=5305961 wall11: http://www.putfile.com/pic.php?img=5305957 wall20: http://www.putfile.com/pic.php?img=5305958 wall30: http://www.putfile.com/pic.php?img=5305959 wall50: http://www.putfile.com/pic.php?img=5305961 wall70: http://www.putfile.com/pic.php?img=5305962 Rooftop: http://www.putfile.com/pic.php?img=5305950 Rustpipe10: http://www.putfile.com/pic.php?img=5305951 There's also the riveted floor: http://www.putfile.com/pic.php?img=5306038 But since it's used in interiors too, maybe someone has done it already? I would suggest to multiply the resolutions by 4 (256 => 1024). Many thanks! Edit: Noob question: how do you add visible images in a post? |