Necrom (HD) Retexture

Place where approved concepts are developed into in-game assets. (Models & Textures)

Moderator: Lead Developers

Locked
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Necrom (HD) Retexture

Post by Mwgek »

For those interested in such a thing.

[img]http://i.imgur.com/bG828dkm.jpg[/img]

[img]http://i.imgur.com/NDp2HBPm.jpg[/img]

[img]http://i.imgur.com/KMMBDU8m.jpg[/img]

[img]http://i.imgur.com/yoCDXIHm.jpg[/img]

Full album: [url]http://imgur.com/a/S6JB2#0[/url]
--Mwgek--
Nanu
Developer Emeritus
Posts: 2032
Joined: Thu Feb 16, 2006 12:27 am
Location: Virginia

Post by Nanu »

Glad to see the city is getting some more love; it's the reason I joined the project in the first place.
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

Glad to see the city is getting some more love; it's the reason I joined the project in the first place.
It was needed for a long time now.

[url=http://imgur.com/hSKidKz][img]http://i.imgur.com/hSKidKzm.jpg[/img][/url]

[url=http://imgur.com/eptYR2x][img]http://i.imgur.com/eptYR2xm.jpg[/img][/url]

[url=http://imgur.com/bn6q1jl][img]http://i.imgur.com/bn6q1jlm.jpg[/img][/url]

[url=http://imgur.com/74ZWThx][img]http://i.imgur.com/74ZWThxm.jpg[/img][/url]

Full album: [url]http://imgur.com/a/S6JB2#0[/url]
--Mwgek--
User avatar
Melchior Dahrk
Developer
Posts: 278
Joined: Fri Nov 28, 2008 2:38 am
Location: Outer Realms
Contact:

Post by Melchior Dahrk »

I'm glad to see that you didn't just recolor an existing Velothi texture replacer because this looks fantastic!
Swiftoak
Developer Emeritus
Posts: 2029
Joined: Wed Feb 02, 2005 12:20 am
Location: Kah-nah-duh
Contact:

Post by Swiftoak »

Fantastic work as always! :)

I'm not too sure about the brick texture on the walls or the white domes though, but I think you nailed the artistic direction for the most part. Any chance we can use these? I imagine we can keep the highest res versions as an optional for those using TR with MGSO, and a slightly downsampled version for our main file.
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
User avatar
Aeven
Lead Developer
Posts: 1964
Joined: Sun Aug 17, 2008 2:43 pm
Location: Groningen

Post by Aeven »

I agree with Swiftoak, this is fantastic!

As for the brickwork, I'd be inclined to say the 'sharpness' could be toned down. Maybe make it seem more like plastered brick?
User avatar
Aeven
Lead Developer
Posts: 1964
Joined: Sun Aug 17, 2008 2:43 pm
Location: Groningen

Post by Aeven »

Sorry about the double-post, but...

MwGek, any progress on this? Or at least any files to upload? I'd love to check this out myself in-game.
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

No progress lately. Here are the .DDS files. Biggest problems are the UV-maps and the texture path doubles. Fixing this will take a long time.
Attachments
Necrom.rar
(4.44 MiB) Downloaded 151 times
--Mwgek--
Locked