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Enhanced Monster Skins

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

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gopostal
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Re: Enhanced Monster Skins

Post by gopostal »

Yeah, I'd *really* suggest not using an IsA check when doing a replacement. At the very least nail it down to a class check. Also you ought to check for the model using something non-standard and avoid replacing that too. That code as-is stops anyone's custom skinning work. It could (should) be done way more carefully. It won't slow things down to add a few checks.

Will you allow me to make my own replacement mod using your skins as an alternative if you decide to do IsA checks? Honestly I'm going to anyway once you release these works of art but it would be nice if I got your OK ;)
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[]KAOS[]Casey
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Re: Enhanced Monster Skins

Post by []KAOS[]Casey »

if (other.class == Class'IceSkaarj') will work too. though, I'm sure the performance of that vs name checking is negligible, and probably not worth checking. IsA checks if not done in the right order could really mess stuff up

though, your modifications will only work for the classic named monsters, if you really wanted to make exact checks, you could check multiskins, skin, and texture/mesh to figure out what a custom pawn is using, this way a subclass of iceskaarj would get the proper iceskaarj updated textures assuming it is not already using a custom skin.
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

though, your modifications will only work for the classic named monsters, if you really wanted to make exact checks, you could check multiskins, skin, and texture/mesh to figure out what a custom pawn is using, this way a subclass of iceskaarj would get the proper iceskaarj updated textures assuming it is not already using a custom skin.
This is the only way I would agree to use a mutator. If subclasses of scripted pawns did not display the new skin (or displayed my skins over a custom skin), then I would prefer modifying UnrealShare and UnrealI.
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

Mostly finished with the Skaarj Officer, although I might tweak that face a bit later. I'm glad that I got the Skaarj Troopers finished this weekend. Honestly, they are my least favorite models/skins in Unreal, and are also quite complex. Now I can move on to other things...


[img]http://i6.photobucket.com/albums/y226/l_hunter8/SkTrooper3.jpg[/img]
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gopostal
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Re: Enhanced Monster Skins

Post by gopostal »

I would prefer modifying UnrealShare and UnrealI.
I cannot strongly enough suggesting having a private conversation with any of a number of the good content developers here and letting one of them do the mod for you that does the replacement. There is no reason at all to consider the above as a possible solution.

UEngine was made with these types of changes to be possible via simple mutators, it's just they will need to be done carefully to not have unintended consequences.

Don't let super high quality work get mired in an improper rollout like DieHard's did. Your work could all happen smoothly but you'll need to take the time to have it done correctly. Oh, and don't deeply overthink the larger effort of this project. Servers will love using new skins but I would suggest you release just them for now. I'm looking forward to these but my interest in reskinning other things (like gibs, etc) falls way off.

It's not that your work isn't great. For me it's more that changing too much of the game starts to remove the reason I still play it. It's the same reason I don't use DieHard's fantastic work too. I expect the game to look a certain way, changing too much of that creates an 'uncanny valley' for me that weirdly removes some of the pleasure of playing.

I ran a L4D2 server that had a custom Unreal map set on it. You can see these in several YT vids of gameplay. Certain sections of Unreal maps are very carefully remade and look stunning in the Source engine. It also feels totally wrong because the detail is so high and the textures so clean and crisp.

Anyway, just the ramblings of a puritan player.
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BobIsUnreal
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Re: Enhanced Monster Skins

Post by BobIsUnreal »

merging into the "s3tc" unrealshare.u would sort of be perfered if it could be agreed upon.
there is already a partial  highend unrealshare.u
the advantages are as such:
- works on any server
- client optional*

in the case of running as a mod , its forced and you must rely on server admins to choose to run it
but whatever, i am crazy enought to have  already considered a "client mod" just to swap the textures lol
hell just do it in the mod menu
Last edited by BobIsUnreal on Mon Mar 21, 2016 3:47 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Enhanced Monster Skins

Post by []KAOS[]Casey »

It's probably technically possible to make a C++ mod replace the textures at run time through a mod menu..

hmm.... I may look into that. Now that I know that a public texture merger made by Epic exists there's really no reason to hold back since the whole idea was to keep people from cheating because they could in theory replace some textures with translucent/masked textures.. which it seems you could do anyway with UT. Oops.
sn260591
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Re: Enhanced Monster Skins

Post by sn260591 »

Are you making this mutator for 227 or UT99?  Or will it be both?
This will work in both games.

I rewrote the code (at the moment it only works with the actors who use only one texture):

Code: Select all

var enum ESlot
{
      S_Skin,
      S_MultiSkins
} Slot;

struct STex
{
      var() texture Old;
      var() string New;
};

struct SData
{
      var() mesh Mesh;
      var() ESlot Slot;
      var() STex Tex[16];
};

var() SData Data[64];

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
      local int i, j;

      for (i = 0; i < ArrayCount(Data); i++)
            {
                  if (Data[i].Tex[0].New == "")
                        return true;

                  if (Other.Mesh == Data[i].Mesh)
                  {
                        for (j = 0; j < ArrayCount(Data[0].Tex); j++)
                              {
                                    if (Data[i].Tex[j].New == "")
                                          break;
      
                                    switch (Data[i].Slot)
                                    {
                                    case S_Skin:
                                          if (Other.Skin == Data[i].Tex[j].Old)
                                                Other.Skin = texture(DynamicLoadObject(Data[i].Tex[j].New, Class'Texture'));
                                          break;
                                    case S_MultiSkins:
                                          Other.MultiSkins[1] = texture(DynamicLoadObject(Data[i].Tex[j].New, Class'Texture'));
                                          break;
                                    }
                              }
                  }
            }

      return true;
}

defaultproperties
{
      Data(0)=(Mesh=LodMesh'UnrealShare.Skaarjw',Slot=S_Skin,Tex(0)=(Old=None,New="Ancient.Base.GRENMRBL"),Tex(1)=(Old=Texture'UnrealI.Skins.Skaarjw3',New="Ancient.Base.A_bs4"))
      Data(1)=(Mesh=LodMesh'UnrealI.Pupae1',Slot=S_MultiSkins,Tex(0)=(Old=None,New="Ancient.Base.Crunchyd"))
}
I have one problem: properties from defaultproperties unit is not set for Tex array.
Last edited by sn260591 on Mon Mar 21, 2016 5:37 pm, edited 1 time in total.
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gopostal
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Re: Enhanced Monster Skins

Post by gopostal »

Don't be afraid of adding sanity checks. It never hurts to cover your bases.
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sn260591
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Re: Enhanced Monster Skins

Post by sn260591 »

The final version of the algorithm:

Code: Select all

enum ESlot
{
      S_Skin,
      S_MultiSkins
};

struct STex
{
      var texture Old[8];
      var string New[8];
};

struct SData
{
      var mesh Mesh;
      var ESlot Slot;
      var STex Tex[16];
};

var SData Data[64];

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
      local int i, j, m;
      local bool TexBreak;

      for (i = 0; i < ArrayCount(Data); i++)
            {
                  if (Data[i].Mesh == None)
                        return true;

                  if (Other.Mesh == Data[i].Mesh)
                  {
                        for (j = 0; j < ArrayCount(Data[0].Tex); j++)
                        {
                              If (Data[i].Slot == S_Skin)
                              {
                                    if (Data[i].Tex[j].New[0] != "")
                                          {
                                          if (Other.Skin == Data[i].Tex[j].Old[0])
                                                Other.Skin = texture(DynamicLoadObject(Data[i].Tex[j].New[0], Class'Texture'));
                                          }
                                    else
                                          break;
                              }
                              else if (Data[i].Slot == S_MultiSkins)
                              {
                                    if (TexBreak)
                                          break;

                                    TexBreak = True;

                                    for (m = 0; m < 8; m++)
                                    {
                                          if (Data[i].Tex[j].New[m] != "")
                                          {
                                                if (Other.MultiSkins[m] == Data[i].Tex[j].Old[m])
                                                      Other.MultiSkins[m] = texture(DynamicLoadObject(Data[i].Tex[j].New[m], Class'Texture'));

                                                TexBreak = False;
                                          }
                                    }
                              }
                        }
                  }
            }

      return true;
}

function PreBeginPlay()
{
      Data[0].Mesh = LodMesh'UnrealShare.Skaarjw';
      Data[0].Slot = S_Skin;
      Data[0].Tex[0].Old[0] = None;
      Data[0].Tex[0].New[0] = "Ancient.Base.GRENMRBL";
      Data[0].Tex[1].Old[0] = Texture'UnrealI.Skins.Skaarjw3';
      Data[0].Tex[1].New[0] = "Ancient.Base.A_bs4";

      Data[1].Mesh = LodMesh'UnrealI.Pupae1';
      Data[1].Slot = S_MultiSkins;
      Data[1].Tex[0].Old[1] = None;
      Data[1].Tex[0].New[1] = "Ancient.Base.Crunchyd";

      Data[2].Mesh = LodMesh'UnrealI.KrallM';
      Data[2].Slot = S_Skin;
      Data[2].Tex[0].Old[0] = None;
      Data[2].Tex[0].New[0] = "Ancient.Base.BRIXGBAS";
      Data[2].Tex[1].Old[0] = Texture'UnrealI.Skins.ekrall';
      Data[2].Tex[1].New[0] = "Ancient.Base.CRUNCHYB";
}
And test version of a mutator: [url]http://www.mediafire.com/download/smmb3w7lenn46ml/HDSkins_mutator_test.zip[/url]
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

Looking good!  I'm guessing the tedious task now will be to add the code for all the skins that are to be replaced.

By the way, gopostal, I keep forgetting to tell you that you have permission to use the skins.
Last edited by Lightning_Hunter on Tue Mar 22, 2016 11:05 pm, edited 1 time in total.
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gopostal
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Re: Enhanced Monster Skins

Post by gopostal »

Thanks for that. I'll be happy to advertise your work when it goes on my server. I put messages into periodic spam messages that thank people and/or let players know who did what.

sn is actually getting very close to making a wonderful replacer. I won't need to do anything if he keeps this up :)
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

Phew.  I never realized how horrendous the quality was on the original Warlord skin.  Each part of the skin had to be recolored, touched up, and in some cases, almost redrawn.  I'm not even sure how good the result is, since I've been staring at this abomination for hours at a time the last 3 days.  Hopefully the results will please people...  I had to use my imagination to interpret parts of the original skin, while trying to keep the look faithful.  If anyone hates this skin, then they can work on their own HD Warlord skin. :P

[img]http://i6.photobucket.com/albums/y226/l_hunter8/Warlord1.jpg[/img]

[img]http://i6.photobucket.com/albums/y226/l_hunter8/Warlord2.jpg[/img]

Old Skin:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/WarlordOld.jpg[/img]
Last edited by Lightning_Hunter on Wed Mar 23, 2016 8:46 am, edited 1 time in total.
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sn260591
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Re: Enhanced Monster Skins

Post by sn260591 »

Some changes to improve performance:

Code: Select all

enum ESlot
{
      S_Skin,
      S_MultiSkins
};

struct STex
{
      var texture Old[8];
      var string New[8];
};

struct SData
{
      var mesh Mesh;
      var ESlot Slot;
      var STex Tex[16];
};

var SData Data[64];

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
      local int i, j, m;
      local bool TexBreak;

      if (Other.Mesh == None)
            return true;

      for (i = 0; i < ArrayCount(Data); i++)
            {
                  if (Data[i].Mesh == None)
                        return true;

                  if (Other.Mesh == Data[i].Mesh)
                  {
                        for (j = 0; j < ArrayCount(Data[0].Tex); j++)
                        {
                              if (Data[i].Slot == S_Skin)
                              {
                                    if (Data[i].Tex[j].New[0] != "")
                                          {
                                          if (Other.Skin == Data[i].Tex[j].Old[0])
                                                Other.Skin = texture(DynamicLoadObject(Data[i].Tex[j].New[0], Class'Texture'));
                                          }
                                    else
                                          break;
                              }
                              else if (Data[i].Slot == S_MultiSkins)
                              {
                                    TexBreak = True;

                                    for (m = 0; m < 8; m++)
                                    {
                                          if (Data[i].Tex[j].New[m] != "")
                                          {
                                                if (Other.MultiSkins[m] == Data[i].Tex[j].Old[m])
                                                      Other.MultiSkins[m] = texture(DynamicLoadObject(Data[i].Tex[j].New[m], Class'Texture'));

                                                TexBreak = False;
                                          }
                                    }

                                    if (TexBreak)
                                          break;
                              }
                        }
                  }
            }

      return true;
}

function PreBeginPlay()
{
      Data[0].Mesh = LodMesh'UnrealShare.Skaarjw';
      Data[0].Slot = S_Skin;
      //SkaarjWarrior
      Data[0].Tex[0].Old[0] = None;
      Data[0].Tex[0].New[0] = "Ancient.Base.GRENMRBL";
      //IceSkaarj
      Data[0].Tex[1].Old[0] = Texture'UnrealI.Skins.Skaarjw3';
      Data[0].Tex[1].New[0] = "Ancient.Base.A_bs4";

      Data[1].Mesh = LodMesh'UnrealI.Pupae1';
      Data[1].Slot = S_MultiSkins;
      //Pupae
      Data[1].Tex[0].Old[1] = None;
      Data[1].Tex[0].New[1] = "Ancient.Base.Crunchyd";

      Data[2].Mesh = LodMesh'UnrealI.KrallM';
      Data[2].Slot = S_Skin;
      //Krall
      Data[2].Tex[0].Old[0] = None;
      Data[2].Tex[0].New[0] = "Ancient.Base.BRIXGBAS";
      //KrallElite
      Data[2].Tex[1].Old[0] = Texture'UnrealI.Skins.ekrall';
      Data[2].Tex[1].New[0] = "Ancient.Base.CRUNCHYB";
}
Last edited by sn260591 on Wed Mar 23, 2016 3:25 pm, edited 1 time in total.
sn260591
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Re: Enhanced Monster Skins

Post by sn260591 »

There is one question: textures will be redrawn only for ScriptedPawn's? If so, it would be better to replace

Code: Select all

      if (Other.Mesh == None)
            return true;
with

Code: Select all

      if ((!Other.IsA('ScriptedPawn') && !Other.IsA('Carcass')) || Other.Mesh == None)
            return true;
, otherwise it may cause a lot of problems with performance.
Last edited by sn260591 on Fri Mar 25, 2016 11:54 am, edited 1 time in total.
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

Finished the Mercenary and Merc Elite skins. These were the hardest to "improve", because the original skins are probably the highest quality in Unreal. You can tell that whoever created them spent a lot of time polishing the fine details. It took me a while to be satisfied. Hopefully people like the results.

Mercenary:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/Merc.jpg[/img]

Original Merc:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/MercOld.jpg[/img]

Merc Elite:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/MercElite.jpg[/img]
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

Does anyone know how to resolve this issue with the Titan skin? I imagine it is a problem with the original model, because the default skin has this problem as well (just not as obvious, since it is low-res).  Is there a way to show the mesh lines on the skin file where all the model faces end/begin?  I can try to guess how to fix this part of the skin, but it would take hours.  It would help if instead the skin file displayed where those parts of the head are.

[img]http://i6.photobucket.com/albums/y226/l_hunter8/Titan.jpg[/img]

Edit: Actually, this issue cannot be fixed with the skin. The skin is displayed fine on one side of the Titan head, but incorrectly on the other. Since the skin is mirrored on both sides, something is wrong with the mesh itself. I guess if this is to be fixed, it has to be corrected by someone who knows how to modify the original mesh.
Last edited by Lightning_Hunter on Tue Mar 29, 2016 2:37 am, edited 1 time in total.
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

I guess people have lost interest in this project, since my Warlord and Mercenary skins got no comments. :P









[img]http://i6.photobucket.com/albums/y226/l_hunter8/Titan2.jpg[/img]

[img]http://i6.photobucket.com/albums/y226/l_hunter8/Titan_1.jpg[/img]

Old:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/TitanOld.jpg[/img]
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Kajgue
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Re: Enhanced Monster Skins

Post by Kajgue »

I guess people have lost interest in this project, since my Warlord and Mercenary skins got no comments.   :P
On the contrary, I find it quite interesting. I suffer from a condition which can make typing fluctuatively difficult, which is why I haven't commented as much as I would otherwise.

Great work on the skins so far, especially the warlord. I think my only particular complaint (?) would be that parts of the titan skin look a bit cell shaded. :P

Other than that, good job!
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

I think my only particular complaint (?) would be that parts of the titan skin look a bit cell shaded. :P
Funny enough, I used all the same highlights from the original skin.  I think even the original skin looks cell shaded, but it is difficult to notice with the low quality.  I'm not sure how I can fix it without messing with the faithfulness!
Last edited by Lightning_Hunter on Mon Apr 04, 2016 6:09 pm, edited 1 time in total.
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Re: Enhanced Monster Skins

Post by gopostal »

I see the cell shading now that you mention it but I don't think I would have noticed it myself. They look good, I'd leave them.

Don't get discouraged either at project support dropping off. It happens all the time on longer term work, especially if people can't get hold of it as you go. It doesn't mean the interest is waning, it's just that you can only comment so many times "good job" before you start to feel like a cheerleader.

Interestingly if you had rephrased the original post and said something like "Only criticism is allowed in this thread" and asked people only to point out things they disliked in such a way that they didn't need to fear appearing unsupportive...You'd probably get a ton of usable feedback (if your ego can deal with it, it's not a way for everyone). I've often thought of doing this to see how it might pan out. UnrealSP does a good job of this way of gathering opinion. The mappers there are really tough on new material but it's not overly harsh, just honest and often raw. Might work well here too.
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

I see the cell shading now that you mention it but I don't think I would have noticed it myself. They look good, I'd leave them.

Don't get discouraged either at project support dropping off. It happens all the time on longer term work, especially if people can't get hold of it as you go. It doesn't mean the interest is waning, it's just that you can only comment so many times "good job" before you start to feel like a cheerleader.

Interestingly if you had rephrased the original post and said something like "Only criticism is allowed in this thread" and asked people only to point out things they disliked in such a way that they didn't need to fear appearing unsupportive...You'd probably get a ton of usable feedback (if your ego can deal with it, it's not a way for everyone). I've often thought of doing this to see how it might pan out. UnrealSP does a good job of this way of gathering opinion. The mappers there are really tough on new material but it's not overly harsh, just honest and often raw. Might work well here too.
Don't worry, I'm not discouraged.  I have worked on many projects over the years, so I know what to expect when it comes to community input.  My statement in my last post was sarcasm, hence my ":P" emoticon.  You are indeed correct about your point on criticism, and I probably should have stated when I first opened this thread that I am, in fact, looking for people to point out any flaws with these skins.  A few compliments here and there is nice, but I do not expect flattery.  Of course, I might not be willing to fix/change all the flaws that people mention, but I do take every opinion in to consideration.  After skinning for hours, it is easy for me to miss simple issues/flaws.  So far, I think I've taken action on almost every bit of criticism received in this thread.
8-)
Last edited by Lightning_Hunter on Mon Apr 04, 2016 7:16 pm, edited 1 time in total.
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Dr.Flay™
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Re: Enhanced Monster Skins

Post by Dr.Flay™ »

I am also watching with interest.
The Titan skin has always bugged me most because of the size of the model, so theoretically needs to be one of the biggest skins we need (especially if you use a the MegaTitan or other bigger version).

...so when is the Hires fly or biterfish being dealt with ;D
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Lightning_Hunter
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

I am also watching with interest.
The Titan skin has always bugged me most because of the size of the model, so theoretically needs to be one of the biggest skins we need (especially if you use a the MegaTitan or other bigger version).
The Titan skin is 4096x4096.  It looks very detailed in the game, at least for me!
...so when is the Hires fly or biterfish being dealt with  ;D
Haha, I might create a 256x256 skin for those last.  We will see.   :D
Last edited by Lightning_Hunter on Tue Apr 05, 2016 2:53 am, edited 1 time in total.
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Re: Enhanced Monster Skins

Post by Lightning_Hunter »

Here is the Stone Titan.  The primary detail texture used is by "AGF81" on Deviant Art.  Credit goes to him for the sweet rock texture.

[img]http://i6.photobucket.com/albums/y226/l_hunter8/StoneTitan.jpg[/img]

[img]http://i6.photobucket.com/albums/y226/l_hunter8/StoneTitanBack.jpg[/img]

[img]http://i6.photobucket.com/albums/y226/l_hunter8/StoneTitanOld.jpg[/img]
Last edited by Lightning_Hunter on Wed Apr 06, 2016 9:34 pm, edited 1 time in total.
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