Renzatic on 14/10/2012 at 01:04
Quote Posted by LarryG
The proportions are what they are. We are trying to figure out what the lost details are, not reinterpret what the original should have looked like.
Truthfully, you kind of are. Case in point, the grouting in the floor texture we did. To me, that single line of highlighted/shadowed pixels looked like a bevel. To you, grouting. At least on the smaller textures, there's going to be at least a little guessing and assuming going on.
I did your original size test, and...
Inline Image:
https://dl.dropbox.com/u/3018396/tiny_panel_o.jpgInline Image:
https://dl.dropbox.com/u/3018396/tiny_panel.jpg...I'd say they're twins, but one's been out in the sun for awhile. :P
Lets see if I can make em match just a little more.
ZylonBane on 14/10/2012 at 01:07
Quote Posted by Nameless Voice
You can see the square pattern from the original tile on the new tile.
Yup, that's exactly what I'm seeing. Between the low source texture resolution and the posterization created by the low color depth, original textures often have these large monocolored blocky regions. As tempting as it is to just soften the source and use it as a background to the high-res texture to preserve the original tint, I've found out the hard way that it's almost never that simple. You instead end up with what we have here-- the original texture visible as a blurry thumbprint on the new texture.
Quote Posted by LarryG
The colors are what they are.
Only to a point. There are many textures in SS2 that are duplicated across families, that are clearly intended to be exactly the same surface, yet they have slight color differences due to being palettized to different master palettes. This problem is exacerbated in TDP, where every texture in the entire game is represented by a single 256-color palette. Of course some weird color shifts snuck in. I don't consider eliminating them to be a flaw.
LarryG on 14/10/2012 at 01:34
Quote Posted by ZylonBane
Yup, that's exactly what I'm seeing. Between the low source texture resolution and the posterization created by the low color depth, original textures often have these large monocolored blocky regions. As tempting as it is to just soften the source and use it as a background to the high-res texture to preserve the original tint, I've found out the hard way that it's almost never that simple. You instead end up with what we have here-- the original texture visible as a blurry thumbprint on the new texture.
I don't see what you are saying that you are seeing. Why don't you give it a shot and teach me what you mean by example?
LarryG on 14/10/2012 at 02:07
Take a look at this that I made from your original. It's as dark as the original, and the panels have been straightened and moved to match the original in position. I don't think it is ugly. I do think it could use some better surface texturing as I messed up your original in getting this example done. But the colors look good IMHO. Maybe they could be a smidge darker.
[ATTACH=CONFIG]1309[/ATTACH][ATTACH=CONFIG]1310[/ATTACH]
Yandros on 14/10/2012 at 03:42
You've still got ZB here nitpicking, and me gawking at all you talented artist types.
Xorak on 14/10/2012 at 03:43
I'm around. But just between doing textures for my own mission, and working on the mission itself, I don't have much time to also work on this project right now, though I like doing the occasional one just so I don't get too rusty. Although as I've said a few times in the past, I intend to work on it full time when I finally finish my mission, if other people haven't done most of it yet. I can't do both at once, or else I get nowhere with both.
I did attempt this texture about a week ago. I needed some good high-res indoor textures, and I wanted to test myself to see how well I could redo the stock indoor textures. I still need some more practice to take on the harder ones though, so instead I've been making my own.
I used a marble base for the inner square, though I'm not sure what it's supposed to be. I'd also like to get a little more detail on the square trim.
Inline Image:
http://imageshack.us/a/img15/6466/vic06.pngInline Image:
http://imageshack.us/a/img846/8637/panelsx.jpg
LarryG on 14/10/2012 at 06:56
I thought I would take a stab at the KDEC2 texture in NEWKEEP. To my mind this one is horrible to figure out, so what you see is my interpretation. It still needs dirtying up and some color enrichment (blueness), but this gives you an idea of where I'm going.
Orig - - - - - NEW
[ATTACH=CONFIG]1311[/ATTACH][ATTACH=CONFIG]1312[/ATTACH]
4X
[ATTACH=CONFIG]1314[/ATTACH]
8X
[ATTACH=CONFIG]1313[/ATTACH]
Edit: There is a difference, but even I can't see it here. I added some dust and a little more blue.
[ATTACH=CONFIG]1311[/ATTACH][ATTACH=CONFIG]1322[/ATTACH]
4X
[ATTACH=CONFIG]1323[/ATTACH]
8X
[ATTACH=CONFIG]1324[/ATTACH]
Xorak on 14/10/2012 at 08:41
Well, if we're going to nitpick I'd say the new doesn't match up that perfectly. I see something more metal-like and less stone looking. The new texture is missing the X shape which sort of defines the two panels, which stands out more than the swirly bits, and which holds the swirly bits in place. Though your shape of the swirly bits do seem to match well. Plus your new texture has different borders.
The texture almost seems like something taken from anglo-saxon jewellery. It has a 'clasp' in the middle of the texture which seems to serve no purpose, other than that the panels are actually two small doors, and the clasp is a small lock. I see something more generally like this (with a different pattern obviously)
Inline Image:
http://farm3.static.flickr.com/2197/2384025826_2e26e58a43.jpgAnd pasted overtop glass like this. Though I could be way off.
Inline Image:
http://imageshack.us/a/img835/3376/glasstf.jpgTo produce something kind of like this
Inline Image:
http://imageshack.us/a/img195/9227/glasst2.jpg