I see what you mean when looking at your screenshot. I think most of what's bothering you isn't so much the texture of the armor but the underlying armor mesh itself and the way it is fitted to the male and female models.
I suspect that all the armor meshes were originally designed for the male model and then converted over to the female, instead of making each individually. Doing it that way makes sense to save time or whatever, but at the expense of visual quality. I need to keep in mind that DS is a really old game also.
The A3 model is just not that flattering to the female figure. It squishes the bosom in a lot (ouch!) and the shoulders are not really in proportion. If the shoulders on the girl were smaller and the chest less squashed I think that would minimize much of the distortion and the texture would look better.
One way you make the armor look more like the artwork is to make the pants leather instead of chain. Wearing armor made all of chain has got to be really tiring simply due to all the weight. Boiled leather pants would provide protection as well as being a lot lighter. If someone is running around and fighting they aren't going to survive long if they are worn out by lugging all that armor around. Eh, just a thought. I wish I could help better, but I'm not sure.
Keep us posted on what you are doing and how your project is going. Your custom faces look cool. The woman in the middle has kind of a "witchy" look to her.
You're correct Kathycf, it's the texture mapping on the mesh itself that's bugging me. I've been working on 3D modeling, but I haven't got to texturing yet so I cannot re-map/re-texture a model (mesh) yet. Also, unfortunately, the leather pants cannot be done without affecting the arms. Unlike some other armors, "a3" armor doesn't have a separate texture for the arms and legs, their textures are shared. There is plenty of room on the texture (raw) itself to separate arm and leg textures, but I guess they were in a hurry/lazy when mapping. When you said you believe meshes were originally designed for male models then converted to female, I believe that also. In my mind I see the job they did as like having a pristine beer can (male) and crushing it in you hand into a new shape (female) with all of the weird mesh / texture mapping distortions as collateral damage. In terms of visual quality, I did increase my textures from 256x256 to 1024x1024.
Here is a closer look at the witchy face. I'm trying to get her nose correct to the mesh still and do something with her hair, but the hairstyles provided are kinda meh...
You're correct Kathycf, it's the texture mapping on the mesh itself that's bugging me. I've been working on 3D modeling, but I haven't got to texturing yet so I cannot re-map/re-texture a model (mesh) yet. Also, unfortunately, the leather pants cannot be done without affecting the arms. Unlike some other armors, "a3" armor doesn't have a separate texture for the arms and legs, their textures are shared.
There is plenty of room on the texture (raw) itself to separate arm and leg textures, but I guess they were in a hurry/lazy when mapping. When you said you believe meshes were originally designed for male models then converted to female, I believe that also. In my mind I see the job they did as like having a pristine beer can (male) and crushing it in you hand into a new shape (female) with all of the weird mesh / texture mapping distortions as collateral damage. In terms of visual quality, I did increase my textures from 256x256 to 1024x1024.
Here is a closer look at the witchy face.
I'm trying to get her nose correct to the mesh still and do something with her hair, but the hairstyles provided are kinda meh...
~Longshen