|
Post by kingsalmon on Mar 21, 2019 14:52:50 GMT 10
Hello world.
This is my very first mod, an Elza Walker costume reskin inspired by neon lights, some gud synthwave and Evangelion. For now, this is the main color scheme and custom logos (sadly none of those logos have proper normal maps yet) but I plan on doing some more match-ups and will update this post as they come. Remember to use the Mod Manager to install. PS: other mods are listed and linked to their respective threads below, as they should be downloaded separately.
V2.0 (Includes Reddish hair that applies to ALL of Claire's costumes) - 30/03/19
aaaaand... that's it, i guess. I sincerely hope that you enjoy using this mod as much as i did making it, and feel free to say what you liked/didn't like about it! (constructive criticism is always best criticism)
|
|
|
Post by firehawkplus on Mar 26, 2019 10:36:55 GMT 10
Hi thank you very much for this mod I love the colors. Is one of my favorites. I can see that the hair color and the spark shot kind of complete the look because of the orangeish yellow that the Eva has in the neck is not in the suit colors, but still as it is right now is perfect. Good job
|
|
|
Post by kingsalmon on Mar 31, 2019 12:56:15 GMT 10
Updated with a second version + reddish hair, so Claire can look like totally-not Asuka Langley. Hope you like it!
ps: for those wondering what is written on her sake patch, it reads "Überm Sternenzelt richtet Gott, wie wir gerichtet"; which in turn means "Above the starry firmament God judges, as we judged" (quoting from Schiller's Ode to Joy)
|
|
Posts: 176
|
Post by archerpz on Apr 2, 2019 16:06:23 GMT 10
best girl (I'm totally not an Asuka fan or anything ) looks pretty good, are you planning on doing normalmaps for the logos? (or metal/roughness channel) if not, after checking it out ingame, it looks great as is right now (especially like the glow around the SEELE logo) at this rate you're well on the way of completing all skins before all the movies are released
|
|
|
Post by kingsalmon on Apr 3, 2019 3:16:19 GMT 10
best girl (I'm totally not an Asuka fan or anything ) looks pretty good, are you planning on doing normalmaps for the logos? (or metal/roughness channel) if not, after checking it out ingame, it looks great as is right now (especially like the glow around the SEELE logo) at this rate you're well on the way of completing all skins before all the movies are released If only there was a eye-patch model in-game, then it would be just like one of my japanese animes...
Yes! I do plan on doing the normal maps for the logos but... I really don't know how to add that bumpiness/roughness/metalness to them ): (only erasing the logos while mantaining consistency with the stitches/zippers present in the vanilla maps) RE3 Remake or Rebuild of EVA 3.0+1.0? probably RE3R, RE8, Dino Crisis Remake, and then we can have some teaser trailer for the last movie.
|
|
Posts: 176
|
Post by archerpz on Apr 3, 2019 6:42:27 GMT 10
If only there was a eye-patch model in-game, then it would be just like one of my japanese animes...
Yes! I do plan on doing the normal maps for the logos but... I really don't know how to add that bumpiness/roughness/metalness to them ): (only erasing the logos while mantaining consistency with the stitches/zippers present in the vanilla maps) RE3 Remake or Rebuild of EVA 3.0+1.0? probably RE3R, RE8, Dino Crisis Remake, and then we can have some teaser trailer for the last movie. first time seeing that Otacon meme, it's perfect haha (sadly only played mgs 2 and 3) well it's listed on MAL for '2020' but that probably means 31st of december of this year it'll be delayed to 2030 dunno how accurate MAL is, probably a few grains of salt {expand for a wall of text on normalmaps etc}for the normalmaps;
(if you use photoshop) I'm still using the ancient "NVIDIA Texture Tools for Adobe Photoshop" for the normal maps, adds a filter "nvidia texturetools > normalmapfilter" which works on an rgb image, and a layer that has no mask can tweak a few settings, but it bases it off a greyscale basically, it's fun to expiriment with (inverting x|y|z, scale (I mostly use 3 or 10, but I think it goes up to 100)) and then change the layer blending to "overlay" if you want to mix the details, or just normal blending if you want to replace the actual section of the normalmap also play around with the opacity of said changes, since even something slightly visible in photoshop can be really profound ingame
another thing I've noticed is that if you want to add big height changes, some kind of gradient glow, will give you the best effect imagine a black background, and you have a circle or something that you want to pop out or appear engraved if you just have a white circle on a black background, no matter the scale setting it will have a very fine sharp edge (that doesn't look like anything ingame) but if you apply a glow to that circle (from white at the inner edge to black on the outer edge), then merge that layer so it's effects are part of the layer and not just effects (I create a new layer and merge the layer with the one with the effects, don't know if it's the optimal way but it works) if you then apply the normalmap filter, it will have a bigger transition (the size of the glow) and it will be very noticeable ingame
lastly on the normalmaps, if you work with a greyscale layer (I just desaturate whatever texture I want to create a normalmap from) inverting it will apply the reverse effect (engraved vs embossed)
for metalmap;
the alpha channel in the albm texture file is the metalmap, and basically darker is less metal like I think for actual character skin they use rgb 12 12 12 as the lowest value, rule of thumb is the darkest and brightest values in the base alpha channel are safe limits this also seems to affect the color rendition (I can't get white to appear white with the alpha channel for that part being close to 255 255 255, more like 200 200 200 or less)
for the roughnessmap;
the alpha channel in the nrmr texture file is the roughnessmap, and darker is less reflective, 255 255 255 is blinding same rule of thumb as the metalmap, the darkest and brightest values in the base alpha channel are safe limits
for the metalmap and roughnessmap;
you can save as many alpha channels (backups) as you want, the top one is the one used (the first one under the rgb channels)
|
|
|
Post by kingsalmon on Apr 3, 2019 7:00:39 GMT 10
If only there was a eye-patch model in-game, then it would be just like one of my japanese animes...
Yes! I do plan on doing the normal maps for the logos but... I really don't know how to add that bumpiness/roughness/metalness to them ): (only erasing the logos while mantaining consistency with the stitches/zippers present in the vanilla maps) RE3 Remake or Rebuild of EVA 3.0+1.0? probably RE3R, RE8, Dino Crisis Remake, and then we can have some teaser trailer for the last movie. first time seeing that Otacon meme, it's perfect haha (sadly only played mgs 2 and 3) well it's listed on MAL for '2020' but that probably means 31st of december of this year it'll be delayed to 2030 dunno how accurate MAL is, probably a few grains of salt {expand for a wall of text on normalmaps etc}for the normalmaps;
(if you use photoshop) I'm still using the ancient "NVIDIA Texture Tools for Adobe Photoshop" for the normal maps, adds a filter "nvidia texturetools > normalmapfilter" which works on an rgb image, and a layer that has no mask can tweak a few settings, but it bases it off a greyscale basically, it's fun to expiriment with (inverting x|y|z, scale (I mostly use 3 or 10, but I think it goes up to 100)) and then change the layer blending to "overlay" if you want to mix the details, or just normal blending if you want to replace the actual section of the normalmap also play around with the opacity of said changes, since even something slightly visible in photoshop can be really profound ingame
another thing I've noticed is that if you want to add big height changes, some kind of gradient glow, will give you the best effect imagine a black background, and you have a circle or something that you want to pop out or appear engraved if you just have a white circle on a black background, no matter the scale setting it will have a very fine sharp edge (that doesn't look like anything ingame) but if you apply a glow to that circle (from white at the inner edge to black on the outer edge), then merge that layer so it's effects are part of the layer and not just effects (I create a new layer and merge the layer with the one with the effects, don't know if it's the optimal way but it works) if you then apply the normalmap filter, it will have a bigger transition (the size of the glow) and it will be very noticeable ingame
lastly on the normalmaps, if you work with a greyscale layer (I just desaturate whatever texture I want to create a normalmap from) inverting it will apply the reverse effect (engraved vs embossed)
for metalmap;
the alpha channel in the albm texture file is the metalmap, and basically darker is less metal like I think for actual character skin they use rgb 12 12 12 as the lowest value, rule of thumb is the darkest and brightest values in the base alpha channel are safe limits this also seems to affect the color rendition (I can't get white to appear white with the alpha channel for that part being close to 255 255 255, more like 200 200 200 or less)
for the roughnessmap;
the alpha channel in the nrmr texture file is the roughnessmap, and darker is less reflective, 255 255 255 is blinding same rule of thumb as the metalmap, the darkest and brightest values in the base alpha channel are safe limits
for the metalmap and roughnessmap;
you can save as many alpha channels (backups) as you want, the top one is the one used (the first one under the rgb channels) Thank you my dude. I have that nvidia plugin too, installed when i was messing around with RE5 textures (at the time i didn't knew about intel's DDS one). Now i'm gonna plunge myself deep into this and hopefully update the mod with some proper maps! update: It seems that the nvidia plugin doesn't work with Photoshop CC (since 2014 and i didn't even notice but c'est la vie). But i was able to find a workaround using PS's own bump/normalmap filters. Probably will test the first version later tonight. i'm kinda anxious myself to see how it'll turn out lol
|
|
|
Post by shredwizard on Aug 1, 2020 23:29:25 GMT 10
wheres the link?
|
|
|
Post by varsre on Aug 7, 2020 16:58:02 GMT 10
Link is V2.0 (Includes Reddish hair that applies to ALL of Claire's costumes) - 30/03/19 Click V2.0 Beautiful work!!! Wondering if you could do Mari Plugsuits as well
|
|