#42
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No idea what that idiot was rambling about, this is top notch work
Make a Patreon I'd donate | ||
#43
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Work looks absolutely terrific. Well done!
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#44
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Hopefully this will be viewed as constructive criticism, as again I really enjoy and appreciate this work. A lot of the updated art is lacking in highlights and shadows (to give the illusion of depth and texture), and some of the details have been omitted or resized (changing the overall design, where is the script on the green robe?). On the faces these factors have combined to give a much more softened look, instead of the gritty hardened adventurers we are familiar with (the borders of the facial hair as an example are startlingly clean). It does make the eye patches look much better, I'll give you that! My favourite retexture that I can see so far is the human chain, especially on the legs. I think the original design team got a little lazy on this one because it was so dark they seemed to feel okay skipping detail (either that or the original detail got lost). I think I might have to open up the editor and cherry pick my favourite pieces to create my own set for the best of both worlds. | |||
#45
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dafhe0001.bmpdafhe0001.jpgdafhe0001b.jpg
Original (64x64) > Cucumber's upscale (256x256) > My retouches Redoing the hair to be realistically grizzled on certain models takes a while (and honestly it's difficult, because 256 is NOT very big), but I'll take a look when I do final edits to all the faces. (I'm reviewing all screenshots to see where I need to do more work.) As for the faces being softened, they were originally quite soft from what I can tell. Pixelation is hell on the skin, what can I say...
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#46
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Before and after: [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] So I mean, I just flatly disagree when you say "a lot" of the updated art is lacking in highlights or shadows to give the illusion of depth and texture - that's the primary thing that all of them improve upon. As I stated in this thread's first iteration, a lot of them are different in subtle ways which is why we're making two separate packages: one which contains all of the redone-by-hand textures which were painstakingly worked on by Nysus, Xevin, Joyelle, Sorn, Cucumbers, and myself, and one which will include none of the redone character/armor textures opting for 100% upscaled-from-original textures. So the former will be the "maximum quality" package, and will contain the most differences from the originals - which is to say, it will be the package which has superior highlighting and shadowing and detail and nuance, with some very minor departures from the original stock textures as shown above. The latter will be Cucumbers' "maximum classic" package, which will be of lesser overall quality and detail, but will still be a massive improvement over the originals because the upscaling does 90% of the work. | |||
Last edited by paulgiamatti; 01-16-2017 at 09:25 AM..
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#47
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Really stoked for this, thank you guys for putting in so much effort.
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#48
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Further, if you hardcore classicophiles want to hear something even more upsetting, Cucu's package is also going to contain all of the redone weapon and held item textures, some of which deviate quite noticeably from the originals. We have tossed around the idea of making a third "purely upscaled, nothing touched by humans" package, which would probably be pretty simple to put together. | |||
#49
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Thanks for replying!
My eyes have always interpreted this pattern as poorly resolved script. Anyone I see wearing this is going to loose about a million awesome point now I will perceive them as wearing a woven wicker loincloth instead. I suppose at least they won't be wearing the EQ EULA on the belly anymore! I'm also sad to see the 'sea gulls' I perceived on the leather belt buckles are now just crosses! You guys have done a great job achieving clean edge highlights and shadows. That is undisputed, they create unambiguous shapes and add clarity to the armour. Further criticism, hopefully more constructive. I didn't want to go too deep last time as to not cause offence: I love a lot of the extra work that has been added which the original resolution couldn't support. On the leather wrists, between the studs is a lovely line of highlight that creates the impression of the leather creasing outwards between the studs. Lovely! Lots more details like this, but if I was to offer praise on these points it wouldn't be constructive, just a massive wall of text. I'm really happy there are different packs for different tastes too, this is a really good move. Quote:
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Obviously, thank you very much for taking the time and effort to do this, they really are great and I'll likely be using them, even if there are a select few details that don't always suit my preferences. | ||||
Last edited by Jimjam; 01-17-2017 at 12:48 PM..
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#50
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Another note about texture highlighting and shadowing:
[You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] The original super low-resolution textures were designed for a client which didn't support a lot of fancy stuff we take for granted in the Titanium client - advanced lighting being the most important w/r/t highlighting & shadowing. The highlighting you see down the center of the human leather pieces, for example, is an artificial way of creating the illusion of depth and texture, which is something they had to compensate for in the original client because its 3D graphical features were sorely lacking. In today's client, with all of its beefy late-aughts improvements like shadows, vertex & pixel shaders and advanced lighting, the unnecessary highlighting on textures such as this doesn't really add anything and actually just makes the texture look cheesy and dated. This is probably why by the time the Titanium client was released they had ceased all support for the classic character models while they aggressively pushed the new (and horribly shitty) Luclin models in order to showcase the abilities of the updated client. So the few updated character textures that will be in my package do indeed forego a completely to-the-pixel replication of the original classic textures, but in game and up close they look much better. The originals, even after being upscaled, look decent at a distance and begin to look shittier the closer you get - the remade textures look awesome at a distance and look even better when you get up close. My only regret about including them is that those in the OP are literally the only ones that were remade, other than Xevin's human female textures which have apparently been lost to the void. I value quality over classicness, though I realize some people are married to the lo-fi '99 look of the originals and wouldn't have it any other way. Those people will probably appreciate Cucumbers' package more than mine, or perhaps an upscaled-only package with nothing retouched by us. Otherwise, this is not a project to cater to people's obsessive standards for all things classic - if you don't like what we're doing, don't download our shit. And to drive home my point, here are some more before and afters: [You must be logged in to view images. Log in or Register.][You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.][You must be logged in to view images. Log in or Register.] | ||
Last edited by paulgiamatti; 01-17-2017 at 01:16 PM..
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