[img]http://i6.photobucket.com/albums/y226/l_hunter8/oldbrute.jpg[/img]
[img]http://i6.photobucket.com/albums/y226/l_hunter8/newbrute.jpg[/img]
Moderator: ahaigh01

I increased the resolution to 2048x2048 (wasn't very difficult with layers), but don't count on anything looking significantly better. The sad truth is that unless someone draws a high resolution skin from scratch, nothing will look perfect. The idea with this project is to at least reduce some of the extreme blurriness. At least then, the skins will blend a bit better with the S3TC textures.I'd suggest going with a much higher resolution image. the brute has certain parts of him that are harder to refine without certain clarity.
I reduced the harshness of the shadows a bit, but it is extremely difficult to get a greasy, slimy look to the skin without redrawing the whole thing from scratch, and I just don't have time for that. Maybe some day someone will take on such a task! Basically what I am doing is applying detail textures manually to each individual part of the skin. I will work a bit on it so it doesn't look so grainy, however.Also, try not to add too much shadowing to make smooth parts of him too rough, because the skin has less of an appearence that his flesh is meant to be greasy + unpleasent

Ah,I increased the resolution to 2048x2048 (wasn't very difficult with layers), but don't count on anything looking significantly better. The sad truth is that unless someone draws a high resolution skin from scratch, nothing will look perfect. The idea with this project is to at least reduce some of the extreme blurriness. At least then, the skins will blend a bit better with the S3TC textures.

I agree somewhat, gopostal. The flaws of the model stand out much more when the skin is high-res, it's true. It is part of the reason I am not going to create the skins from scratch. However, I am also not an expert at doing it, and I think the models could still look better with new high-res skins from a professional that knows how to do it (and has the time).Bob and I have been playing a lot with importing models from other games. For instance last night we played around a few minutes and imported the wookie from Star Wars:
[img]http://i1281.photobucket.com/albums/a517/agutgopostal/wookie_zpsfxh0eqhl.jpg[/img]
Don't get excited, it's not going to happen. It's just a load of fun to see what you can rip and import from all kinds of other games. You should see the things Bob has done...He imported a Portal map so well it takes you a good long moment to digest that you are playing it in Unreal. The guy is a wizard at this, truly gifted.
Anyway I digress. The point I'm trying to make is that you just can't judge the original monsters of Unreal against anything else made later. They are so polygon limited that you won't make them look much better no matter what you do. Looking at the brute above can you imagine how incredible he would look if just the teeth (fangs, tusks?) jutted out from the mouth? The flatness looks fake and this won't be fixed even by photorealistic texturing.
My long-time dream is that someone would remodel the stock monsters. I'd handle *everything* else if you can do that. You make a second generation model that looks good and I'll do all the replacement script, animations, texturing, etc. and I'll make them incredible. Sadly until that happens retexturing the old ones is 'lipstick on a pig' in a lot of ways. Good on ya for trying though, just have realistic expectations for what the outcome will be.

I guess I should rephrase that. I don't think someone will remake all the models in decent quality anytime soon. I've seen multitudes of remodeling projects over the years for Doom, Duke3d, the whole Quake series, Heretic, and more - and only a few of them were ever completed in 20+ years. The only model packs that were completed were the lower quality packs. The high quality remodeling packs for Doom were never completed (the models created by Dani J), and Quake only ever saw random models of varying quality released here and there. Unreal just wouldn't look right if only a few models were updated, or if models of varying quality were released. Based on the history of other old games, this scenario is the most likely. For that reason, I think we may as well get some updated skins for the original models. It would take far less time, and we wouldn't be waiting for years and years only to be disappointed."I don't think anyone will be making new models anytime soon (or ever)."
Who knows!
I think I remember that. Wasn't that the titans that had moss and trees growing on them or something?you can use qtits technique and export and edit each frame and recombine them with the original animations to increase poly and detail ,like he did with the alternative pawns mod


I am not actually using .DDS at all. I don't even know how to import DDS format. All the tutorials I have seen from Diehard in the past looked way too complex. I am importing 24-bit BMP files in to the UnrealED texture browser. Oh, and I forgot to mention that I am testing this using Unreal Tournament, NOT 227. UT99 is just far easier for testing for me (and whatever works in UT99 should also work in 227).This is pretty decent progress on the Brute skins so far, nice work!
As for the masking issue, .dds has some troubles with importing masked textures I have found. It's either that, or; you might need to assign your 'exact masked colour' to colour 0 on the textures palette. If that can only done on indexed images, that might be why that 227 isn't understanding that specific colour you want to represent masking = means to mask that area.
Does Alphablend work instead? Since that's a reserved channel which works with .dds textures, it's just not called 'masking'