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

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

Post by CTRifle »

So, 4 different camo mixes, each will have 2 soldier meshes except the second one, thats the heavy guy.

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Heavy (Although i am debating the plain green coat) Thoughts?
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camo
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by camo »

Didn't any soldiers have matching camo?
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CTRifle
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by CTRifle »

They did, but with only like 3 different ones I decided to mix them all up. I mean, if we want to have just a plain same camo guy I can easily change it too.

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Last edited by CTRifle on 2014-05-29 16:50, edited 2 times in total.
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Rhino
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Rhino »

Nice but looking at the refs I can only see a few cases of plain green trousers, and even fewer of plain green jackets and since they look pretty close to the Argie's camo, I would suggest not doing them.

Also would be nice to see a few with matching camo for tops and bottoms, but ye good stuff so far, keep it up! :D
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CTRifle
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by CTRifle »

Not a problem

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Along with these 2 mixed
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Rhino
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Rhino »

Very nice, send them my way so I can check them out fully but from the looks of it the current normals should be fine :D
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Rhino
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Rhino »

Taking a look at this now, sorry for the delay been busy this weekend with r/l stuff.

First of all, looking at the files I noticed that you've saved the "gb82_Kits_c.dds" in DXT5. You should pay a lot more attention to the previous dds format of a texture before re-saving, including other settings like mip levels, as otherwise you can easily screw things up without realising. In this case, the old diffuse textures where saved in 2048x2048 DXT1 as the normal/spec maps saved in 1024x1024 DXT5 in the _b.dds texture, which meant saving a lot of memory. As such the old "gb82_Kits_c.dds" saved in DXT1 was only 2.66mb where your new one, saved in DXT5 with the spec map in it which is already in the normal map and the game wouldn't use due to the material setup, is now 5.33mb, which is double the size.
If you don't have Nvidia's WTV Tool you should get it as its a really awesome tool to quickly view DDS textures without opening PS or w/e, as well as showing all the information on the texture such as what DDS format its saved in, how many mips it has, the overall memory usage and the memory usage of each mip etc :)
Windows Texture Viewer | NVIDIA UK

Old:
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New:
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While looking at the kit textures, it might be worth making the two helmets having different camos? Don't have any refs to support this as either the refs are too low quality or B&W and can't see if the helmets have different camos, but think it would be worth it. Also the netting goes in some places on the netted helmet?
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Also could probably look into removing the flags off the ruck sack etc too since I doubt they had them.


Moving onto the soldiers, they look good for the most part but a few points :)

Solider 1:
Think they could probably use a bit more dirt, look fresh out the wash and also the boots are very, very black? Can't see any detail in them.
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They possibly could use a few more details on them, can't see any pockets or creases etc, only a few stitch markings here and there?

1p: looks good but not sure about the gloves texture, think they could use some work, probably take it from one of the other textures and the buttons on the wrist are using a camo texture? Should look like a button :p
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Solider 2/3:
Looking much better than the last, but possibly a little more dirt in places and kinda missing a pocket on the diffuse which you can see in the normal:
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1p: looks good again but has the same button problem and 3p is wearing gloves where 1p has hands? Looking at the refs gloves where pretty widely used (although not by everyone), which isn't a surprise seeing as the war was in a really cold winter:
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Solider 4:
Looks good but think it could use some more dirt :)

1p: Same button issue:
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Solider 5/6:
Ye this one is very clean needs a lot more dirt and a few more features etc.

1p: Same button issue and could use a bit more dirt and detail, also quite a big seam on the hand? Also 3p model has gloves on?
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One last thing on the 1p textures, and while I know many of PR's 1p have this problem, but they should be saved with NO MIPs (and for these arms, in DXT1 since the alpha is just blank), since the player is not going to be able to get away from his hands, he will not be needing any mips which are basically lods for textures, and as such are just using up memory :p


I think that's pretty much it, keep up the good work, not much left to do on these! :mrgreen:
Last edited by Rhino on 2014-06-08 15:26, 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 »

[R-DEV]Rhino wrote: the buttons on the wrist are using a camo texture? Should look like a button :p
Don't deny rhino his buttons
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In all seriousness it will probably look a lot better

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Rhino
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Re: [Texture] British 1968 DPM Camo (PR:F) [WIP]

Post by Rhino »

BTW CTR if you need more refs just found some more pretty good ones :)
Task Force - Militariarg.com
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