Wei.Xiadi
Knight at Arms
The official Texture thread for Mongol.
Thread Aims:
- Gives a general rundown of what Texturing is and how it affects the experience of all games.
- Provides an organized section for Texturers and readers alike to understand what's going on in the Texture department.
- Provides an organized list of all of the Textures done and implemented (screens included), including previous versions and next/updated versions.
- Lists all the original textures created for the mod.
- Discuss Textures that could be added in the mod in the near or far future.
Texturing uses.
Think of Textures as an art, a way of creation and realisation. As Chibi Kepap so nicely put it, textures help games seem real, enhanced or detailed. Like with the famous GEM mod made by Zero, he adds mapping and effects to armors and scenic landscapes, making them stand out and look real. It added the detail to the chain links or the clothing. Texturing is what makes a game sit in a scenic world of the imaginary. Now what texturing isn't, is when people google an image and pretend it's their own work. texturing for me and many other artists is the way to develop a world that is fit for a theme, but also unique in its way - it is yours and yours alone.
Textures for the Mongol series will be enhanced on most versions and it'll help bring the games and models to life. That is what texturing does, it makes the models look real, it makes the floor look real...it makes everything more REAL.
Texture Department.
As a team member and project leader. It is important that I help organise fields for all genres, still - this isn't to say that I neglect the field of expertise I specialise in, which of course is Texturing. This is an open place where artists may talk about textures they make, give ideas on pre-existing work, modify or even help out a fellow comrade with their work. We all know unique skills in graphic programs and all of our work has a 'part' of our imagination in it. This is where we will all get together and discuss what's important, and list what we 'need' to simply what we 'want'.
Right now, our main priority are Gers and Ger textures.
My Plan of Action.
I personally plan to do the following:
-New Menu Textures. I'm already 50% complete with all of the Menu textures, so I'll show screens once I'm done.
-Original Armour. I've been making a piece of armour from scratch for a few days here and there, I'd like to get it finished for Epsilon.
Priority.
This is a list of things we NEED doing:
-Faces. We need some Mongolian inspired face textures. This very important.
-Ger Textures.. We need 6 Textures for the Ger models. PM me or contact me on MSN to receive the Ger models. They require UV maps.
-Armour. Editing any pre-existing armours and doing a variant is always cool.
-Horses. Again, new horse designs are cool, especially if they fit a more Mongolian sort of breed.
Thread Aims:
- Gives a general rundown of what Texturing is and how it affects the experience of all games.
- Provides an organized section for Texturers and readers alike to understand what's going on in the Texture department.
- Provides an organized list of all of the Textures done and implemented (screens included), including previous versions and next/updated versions.
- Lists all the original textures created for the mod.
- Discuss Textures that could be added in the mod in the near or far future.
Texturing uses.
Think of Textures as an art, a way of creation and realisation. As Chibi Kepap so nicely put it, textures help games seem real, enhanced or detailed. Like with the famous GEM mod made by Zero, he adds mapping and effects to armors and scenic landscapes, making them stand out and look real. It added the detail to the chain links or the clothing. Texturing is what makes a game sit in a scenic world of the imaginary. Now what texturing isn't, is when people google an image and pretend it's their own work. texturing for me and many other artists is the way to develop a world that is fit for a theme, but also unique in its way - it is yours and yours alone.
Textures for the Mongol series will be enhanced on most versions and it'll help bring the games and models to life. That is what texturing does, it makes the models look real, it makes the floor look real...it makes everything more REAL.
Texture Department.
As a team member and project leader. It is important that I help organise fields for all genres, still - this isn't to say that I neglect the field of expertise I specialise in, which of course is Texturing. This is an open place where artists may talk about textures they make, give ideas on pre-existing work, modify or even help out a fellow comrade with their work. We all know unique skills in graphic programs and all of our work has a 'part' of our imagination in it. This is where we will all get together and discuss what's important, and list what we 'need' to simply what we 'want'.
Right now, our main priority are Gers and Ger textures.
My Plan of Action.
I personally plan to do the following:
-New Menu Textures. I'm already 50% complete with all of the Menu textures, so I'll show screens once I'm done.
-Original Armour. I've been making a piece of armour from scratch for a few days here and there, I'd like to get it finished for Epsilon.
Priority.
This is a list of things we NEED doing:
-Faces. We need some Mongolian inspired face textures. This very important.
-Ger Textures.. We need 6 Textures for the Ger models. PM me or contact me on MSN to receive the Ger models. They require UV maps.
-Armour. Editing any pre-existing armours and doing a variant is always cool.
-Horses. Again, new horse designs are cool, especially if they fit a more Mongolian sort of breed.