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  #141  
Old 05-01-2017, 03:24 PM
loramin loramin is offline
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Originally Posted by mickmoranis [You must be logged in to view images. Log in or Register.]
great work, but be careful not to stray too far from the origional feel, like this shield for example doesnt make me think of origional art, it looks like a new version of old art. which is basically luclin graphics so, careful!

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Ok, I LOVE this entire project, I didn't hate Luclin, and I'm pre-disposed to disagree with mickmoranis ([You must be logged in to view images. Log in or Register.]) ... but that shield scares me too. Here's why: this server is full of class-holes. With them onboard practically everyone on the server will want these textures. Who knows, maybe someday Nilbog will even build them in to the patch (one can dream).

But if you include stuff like this shield, which doesn't look like the original (the wood is much darker and the HUGE stud in the middle/large studs on the edges all became tiny studs) then you really are leaving the "classic" goal of this server and making your own thing (albeit a much cooler and better-looking thing than what Verant made).

I realize it's a fine line to walk, and honestly I'll use these textures no matter what, but for the sake of adoption I do hope you'll reconsider making that shield more classic.
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  #142  
Old 05-01-2017, 03:30 PM
mickmoranis mickmoranis is offline
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if only we could get half the world to see that the other half isn't worth disagreeing with simply because we're predisposed to disagree with them ;D

OP plz do not take these concerns we have as criticism, they are merely like minded people who love the same things trying to lend a helping hand to your eye.
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  #143  
Old 05-01-2017, 07:18 PM
khanable khanable is offline
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It's a tough line to walk.. for many things you have to interpret what it might look like if it wasn't a 32x32 pixel fuzzy blob haha

I'll give that shield another round.. definitely think I overdid it a bit

now if only I could find time for EQ things... [You must be logged in to view images. Log in or Register.]
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  #144  
Old 05-01-2017, 07:24 PM
mickmoranis mickmoranis is offline
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Originally Posted by khanable [You must be logged in to view images. Log in or Register.]
It's a tough line to walk.. for many things you have to interpret what it might look like if it wasn't a 32x32 pixel fuzzy blob haha

I'll give that shield another round.. definitely think I overdid it a bit

now if only I could find time for EQ things... [You must be logged in to view images. Log in or Register.]
You are walking that line excelently, 1 or 2 textures not exactly wierdly perfect in the strange aesthetic that is classic everquest on a shield or a boot or something is pretty good out of like 150 so far [You must be logged in to view images. Log in or Register.]
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  #145  
Old 05-02-2017, 05:17 AM
paulgiamatti paulgiamatti is offline
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Originally Posted by mickmoranis [You must be logged in to view images. Log in or Register.]
OP plz do not take these concerns we have as criticism, they are merely like minded people who love the same things trying to lend a helping hand to your eye.
No, yeah I mean criticism is welcome - it is criticism, that's fine, that's what this thread is for. It's a two-way street though. I mean, we aren't just gonna redo something because one or two people think it looks wonky - it's push and push back. You say, "this thing looks weird, maybe redo this" and I'll say, "yeah, but this and this" and we'll meet somewhere in the middle.

So yeah criticism is helpful when it's constructive, but either way I'm still going to challenge it. I actually don't think anything about the shield looks aesthetically wrong, there are just some technical inaccuracies: the center rivet should be huge, the outer rivets should be a little bigger and there should be four more, which means they need to be spaced a little closer. Other than that I think it's fine.

Lots of stuff we've redone isn't very accurate w/r/t coloring, but we spend a lot of time tunnel-watching while working on textures to see how it all fits together. Seeing them out of context in the screenshots I post lets you form a very objective opinion about the thing, but we balance that with how it actually looks on different models, next to different kinds of armor, etc., so that usually informs our decisions on what we do and don't change. Lots of stuff I've redone deviates quite a bit from the originals: whip, basic staff, crook, bow, tomahawk handle, sickle, dark two-handed sword, etc. I'm surprised some of that hasn't been criticized.

And keep in mind that even after it's released we'll still be changing stuff and posting updates and stuff. It's all very agile and subject to change - nothing's carved in stone.
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  #146  
Old 05-02-2017, 06:36 AM
Jimjam Jimjam is offline
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Originally Posted by khanable [You must be logged in to view images. Log in or Register.]
It's a tough line to walk.. for many things you have to interpret what it might look like if it wasn't a 32x32 pixel fuzzy blob haha

I'll give that shield another round.. definitely think I overdid it a bit

now if only I could find time for EQ things... [You must be logged in to view images. Log in or Register.]
Yea, I agree you are doing a good job!

The yellow shield is quite a departure though.

I perceive the yellow to be either paint or a leather covering, so there should be no exposed wood grain.

The central stud should not be a small rivet but a much larger boss occupying the whole centre of the shield.

You got the rivets on the cross perfect, but the ones on the outside ring aren't as well placed; There should be a rivet at the end of each arm of the cross and then two more rivets between each of those.

Following these points would make a much closer facsimile of the original. To be honest, I think it is amazing how 99% of the textures you do are basically perfect, requiring no feedback at all!

The only other thing you could do from there is add some gradients and targeted shading to the colours in order to exaggerate the impression of the shield being slightly convex, but really that is going beyond the call of duty.

Edit:

Here is a mock up of how I'd redistribute the studs.

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Sadly, and obviously, I am not a digital artist so I have no idea how to bumpmap a pseudo 3d shade / highlight pattern onto a texture to create a convex appearance, nor could I do a good job at recreating the battered yellow leather look either, so obviously didn't bother.
Last edited by Jimjam; 05-02-2017 at 07:03 AM..
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  #147  
Old 05-02-2017, 08:47 AM
paulgiamatti paulgiamatti is offline
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Center rivet should be about half that size, and the outer rivets should be about twice as big as they are. Spacing on the outer rivets is correct though, I was wrong about those - there's supposed to be 12. I say keep the wood grain - could just as easily be a coat of paint as a leather covering, and in any case the wood grain makes it look better.
Last edited by paulgiamatti; 05-02-2017 at 09:04 AM..
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  #148  
Old 05-02-2017, 03:31 PM
mickmoranis mickmoranis is offline
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Originally Posted by paulgiamatti [You must be logged in to view images. Log in or Register.]
No, yeah I mean criticism is welcome - it is criticism, that's fine, that's what this thread is for. It's a two-way street though. I mean, we aren't just gonna redo something because one or two people think it looks wonky - it's push and push back. You say, "this thing looks weird, maybe redo this" and I'll say, "yeah, but this and this" and we'll meet somewhere in the middle.
love this work, think of our feeback as QA (quality assurance) if we give you feedback, take that feedback and do with it what you will. I suggest using the valuable army of hard core classic nerds to its fullest. You wont find a more retched hive of scum and vill.. er.. I mean you wont find a better collection of pals and friends who truly love appreciate and understand classic eq as youll find here! [You must be logged in to view images. Log in or Register.]

Also, yea it looks like its the small stud in the middle that was throwing me off (and the yellow saturation is nice!)

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  #149  
Old 05-06-2017, 12:07 PM
HappyTr33z HappyTr33z is offline
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This shit is awesome. Keep up the awesome work. Just a quick question about something that has always bothered me.

With the typical Ogre leather/chainmail armor(chestpieces) when you get an item that is colored (for instance the Bloodstained Tunic, obviously colored red) it basically is just a red shading over the entire torso, skin and all. This always bothered me, and I was just wondering if there was any way to edit that to where the color only goes over the armor and not the rest of the torso texture?

Either way, this is exactly the kind of thing EQ needs, I wish I could draw/texture/whatever-you-call-it worth a fuck, I'd love to help out.

Keep up the awesome work!
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  #150  
Old 05-06-2017, 01:10 PM
Sorn Sorn is offline
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Quote:
Originally Posted by HappyTr33z [You must be logged in to view images. Log in or Register.]
This shit is awesome. Keep up the awesome work. Just a quick question about something that has always bothered me.

With the typical Ogre leather/chainmail armor(chestpieces) when you get an item that is colored (for instance the Bloodstained Tunic, obviously colored red) it basically is just a red shading over the entire torso, skin and all. This always bothered me, and I was just wondering if there was any way to edit that to where the color only goes over the armor and not the rest of the torso texture?

Either way, this is exactly the kind of thing EQ needs, I wish I could draw/texture/whatever-you-call-it worth a fuck, I'd love to help out.

Keep up the awesome work!
Well, on live they had /dopropertinting but I'm not sure that works on the classic stuff (it was for Luclin, I think), or if it even works on p99. Please test it out and let me know [You must be logged in to view images. Log in or Register.]

That does remind me, I'd love to make new armor graphics for stuff that's ordinarily just tinted versions of regular textures. I don't think that's possible, though.
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