KoW - D.R.E.A.M.

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
User avatar
King of Worms
Posts: 4753
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: KoW - D.R.E.A.M.

Post by King of Worms »

Anoteher type of sewers
Spoiler!
03.jpg
03.jpg (418.22 KiB) Viewed 1686 times
01.jpg
01.jpg (310.5 KiB) Viewed 1686 times

User avatar
King of Worms
Posts: 4753
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: KoW - D.R.E.A.M.

Post by King of Worms »

In last few days Ive completely remade 90% of the normal maps (yea all 1000 :P ) and corrected one common error on those.
They were all coded with DirectX previously, and now they are OpenGl.
Unity uses OpenGL and the DX usage was a bad decission Ive made in the past...

Result is that now the normal maps are aligned correctly to the base texture, as they were inverted before.
Therefore the materials look much more natural, defined and make better sense overaly.

Another result is, that this round Ive made the normals look better and more coherent, because Ive learned in the 1st round.

And 3rd thing is, that Ive been updating the base textures during all the time, so now, when Ive created the normals from the updated base, the normal maps have all the new details Ive added to the base textures, and it creates nice effect (ex. previously some house interior walls looked too clean, Ive added some dirt on them, and now the dirt is in the normals as well... creating more varied and rugged look)

As normal maps basically determine how the material will look at the end of the day, the changes Ive made are quite noticeable all around the map. Visually its a GREAT jump ahead and the HW requirements have not chaged at all.

So Im glad I endured! And that I was able to somehow get back up to speed with materials creation, the rehaul will be quite substantional

Some interiors
Spoiler!
daggerfall  (0).jpg
daggerfall (0).jpg (498.23 KiB) Viewed 1637 times
daggerfall  (8).jpg
daggerfall (8).jpg (605.58 KiB) Viewed 1637 times
daggerfall  (3).jpg
daggerfall (3).jpg (584.69 KiB) Viewed 1637 times
Last edited by King of Worms on Tue Jun 25, 2019 6:00 pm, edited 1 time in total.

User avatar
pango
Posts: 3359
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: KoW - D.R.E.A.M.

Post by pango »

... When you think that a mod is already top notch, and then it gets better :)

Thank you so much for all your hard work!
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
King of Worms
Posts: 4753
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: KoW - D.R.E.A.M.

Post by King of Worms »

pango wrote: Tue Jun 25, 2019 5:59 pm ... When you think that a mod is already top notch, and then it gets better :)

Thank you so much for all your hard work!
Haha thank you, my pleasure .)

User avatar
King of Worms
Posts: 4753
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: KoW - D.R.E.A.M.

Post by King of Worms »

daggerfall  (12).jpg
daggerfall (12).jpg (564.84 KiB) Viewed 1632 times
daggerfall  (11).jpg
daggerfall (11).jpg (637 KiB) Viewed 1632 times

User avatar
King of Worms
Posts: 4753
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: KoW - D.R.E.A.M.

Post by King of Worms »

Lysandus tomb + dungeon
Spoiler!
0.jpg
0.jpg (509.7 KiB) Viewed 1629 times
1.jpg
1.jpg (745.02 KiB) Viewed 1629 times
6.jpg
6.jpg (699.46 KiB) Viewed 1629 times

User avatar
Baler
Posts: 225
Joined: Thu May 23, 2019 1:39 am
Location: Earth

Re: KoW - D.R.E.A.M.

Post by Baler »

Those red stain glass windows are eye catching. Nice work :D

User avatar
pango
Posts: 3359
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: KoW - D.R.E.A.M.

Post by pango »

Yup. Not creepy at all.

I've been contemplating that vine/root (213_8-0.png and friends) for a while, it looks a bit bare now compared to the rest, it could probably use some love...
But I'm not sure what needs to be done: details, color,...
Had AI upscaling anything to suggest?
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
King of Worms
Posts: 4753
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: KoW - D.R.E.A.M.

Post by King of Worms »

:)
True, the roots look out of place now, thanks for suggestion, I will try to make em better!
Not sure about AI in this case, will try tho

Zonk
Posts: 7
Joined: Tue May 07, 2019 12:53 am

Re: KoW - D.R.E.A.M.

Post by Zonk »

these new normal maps are looking gorgeous. Everything looks so polished and refined, i especially like the house interiors.

Post Reply