[Texture] British 1968 DPM Camo (PR:F) [WIP]

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3===SPECTER===3
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by 3===SPECTER===3 »

'[R-DEV wrote:Rhino;1978600']
Speaking of normal maps are you going to be doing any as you really should make some to go with the new textures if you can once they are done as the old normals are quite conflicting:
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How exactly do you guys redo normal maps on a soldier re-texture? afaik the normals are the same normals for the bf2 soldier which are object space normal maps, right?
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And afaik there's no way in photoshop or xnormal to change these. I guess you could do a lot of clone stamping work to get rid of the vest on the normal? but even that would come out kinda shoddy. The only way ik how to change an object space normal map is to rebake them off of a high poly soldier model.

Is there a better way? just wondering for all those people that re-texture the soldier models for different factions. :)
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Rhino
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Rhino »

Ye as I said later I was surprised to see that the British players used the US normals, which are probably from vBF2 too, although I'm not sure how one would change that kinda normal map, not even sure of its name I'm sure its possible to do but probaly quite hard so ye, probably something we will have to skip on as I said later on :p
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CTRifle
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by CTRifle »

Do they need to use that kind or can soldier meshes use both object space and normal UV's? Ill lookinto editing them
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lucky.BOY
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by lucky.BOY »

xnormal can convert between object space and tangent normal maps. I never tried it, but there clearly is a function for it in there :)
CTRifle
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by CTRifle »

Update time :D

So, ive worked on all the textures. THis time we now have 3 variants of the camo they have.

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And ill be updating the kit geoms textures as well :razz:
Last edited by Rhino on 2014-04-08 23:08, edited 1 time in total.
Reason: I did say don't show the officer :p
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Mineral
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Mineral »

I'm confused by their Argentinian flags on the sleeves?
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CTRifle
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by CTRifle »

[R-DEV]Mineral wrote:I'm confused by their Argentinian flags on the sleeves?
LOL woopsies, that was a last minute add, ill fix that
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Rhino
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Rhino »

Cool but I do think you need to work on your brightness, contrast and saturation of your textures quite a bit to bring them all in line with other PR camos. Pretty good idea to compare the texture sheets directly too. You may also want to look into the scale of some of your camos too, some look quite a bit smaller/more tiled than their r.l ones?

Also like this ref here, you could try mixing one of the more rearer camos up with different camo trousers/pants and jacket :)

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For you next update can you also group up each camo type of pics and show a ref of which each type is based on?

Keep up the good work!
Last edited by Rhino on 2014-04-09 00:30, edited 2 times in total.
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Insanitypays
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Insanitypays »

In regard to the normals, I've found that the best way to do them is to use the stamp tool and blur/smudge tools to edit the current ones. It's complicated, but I've gotten some decent results in game with my work on the Syrian Army skins (I was getting rid of the MEC light soldier's sweater texture). When i get to my PC I'll try and upload some of my results.

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CTRifle
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Post by CTRifle »

Yeah I've already edited the original normals, just not in use in these pictures
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3===SPECTER===3
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by 3===SPECTER===3 »

Echo331 wrote:In regard to the normals, I've found that the best way to do them is to use the stamp tool and blur/smudge tools to edit the current ones. It's complicated, but I've gotten some decent results in game with my work on the Syrian Army skins (I was getting rid of the MEC light soldier's sweater texture). When i get to my PC I'll try and upload some of my results.
I would love to see the results :D
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Insanitypays
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Insanitypays »

3===SPECTER===3 wrote:I would love to see the results
It was pretty much as if I switched out the light soldier's sleeves for those of the heavy soldier. Free File Sharing and Storage made Simple.
This is an older version of the SAA light soldier and it's using vanilla kits- nothing you'll end up seeing in game. (the finished stuff is a lot better)

I did the same for his hands

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3===SPECTER===3
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by 3===SPECTER===3 »

Do you have the sheet? like the .dds file that would go ingame? just curious as to how it turned out with clone stamping. Don't mean to hijack the thread :p
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Insanitypays
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Insanitypays »

3===SPECTER===3 wrote:Do you have the sheet? like the .dds file that would go ingame? just curious as to how it turned out with clone stamping. Don't mean to hijack the thread :p
I was meaning to include this:
Free File Sharing and Storage made Simple.

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Rhino
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Rhino »

Cool but as you can also see in your ingame screens, you've ended up with a normal that's pretty flat and would be worth trying to add some folds and other detail back into it now over the top of what you've done :)
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Insanitypays
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Insanitypays »

[R-DEV]Rhino wrote:Cool but as you can also see in your ingame screens, you've ended up with a normal that's pretty flat and would be worth trying to add some folds and other detail back into it now over the top of what you've done :)
I thought the same thing. I got the folds on the arms which were really all I needed as none of my references had any significant details on the sleeves. The vest does look flat, but that isn't a big with the light vest being used because it's flat in most areas anyway. The reason why I didn't mess with it any more was because the chest and back are rarely exposed in PR given the kits and soldier posture- if I knew how the normals worked for the bf2 soldiers I would certainly have put in the effort of detailing them to the best of my ability.

The most important thing for me was removing the areas of unnecessary detail that damaged my diffuse while at the same time making sure the lighting didn't hit the soldier from odd angles causing unnatural darkness or brightness on the model (which seems to happen often when people attempt to modify the b_os stuff)

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CTRifle
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by CTRifle »

Revive from the depths of modding hell. Yeah, Im pretty bad :neutral: Anyways, redid the camo, I found a more HQ camo than what I had AND I figured out how to get the clothes pattern so its not that crappy pixelated one from before :)



Normals still need to be edited, will do that after. Ill post some editor pics when I get the rest done

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Rudd
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Rudd »

That looks much higher quality so far mate, well done!
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Insanitypays
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Insanitypays »

Looking good!

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Rhino
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Rhino »

Much better :)

As for editing the normals, I'm not sure if that will be necessary or not since hardly any other player textures have them edited. For now just concentrate on getting the new diffuse done and can look into getting the normals sorted later :)
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