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Long Sleeve a1 (Chicken George)

So I was making some armor with Chicken George's long sleeve mesh. Here's my trial run:





The male model's gloves don't fit properly. It doesn't look bad, and isn't very noticeable.

I like CG's work with this mesh and I'm going to make some better textures. Oooh, new armor... Laughing out loud

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Thank you Kathy and Chicken George
Very nice shirts Kathy. Cool idea to make some armor from them. More colors even if you do not make armor, please.
Elf

bare_elf wrote:

Thank you Kathy and Chicken George

Very nice shirts Kathy. Cool idea to make some armor from them. More colors even if you do not make armor, please.

Elf




Thanks. Yep, got to have pretty colors. Smile


Some of the a1 armor I've worked on before looks a little bleh after being converted to long sleeves. The character's boot texture looks a bit odd from the back, but only because I zoom in and scrutinize details. That type of thing isn't noticeable in regular game play. Maybe if Chicken George has time he can do a few fixes.

nice works Kathy!

Wow I like your texture work very much.
That long sleeve armor was a prototype,
and there were some bugs in the male version as well.
If I were to do it again I would start over from scratch.
but not quite sure if anyone else (other then me) desired this mod.
There was really only one texture I used it for.
I am glad to see you have found a use for it.
I wish I could do texture work like you.
I can pretty much do the UV map any way desired.
Do you think the arms and legs should be divided by the top and bottom (in T position)?
Or front and back (T Position)?
Should the arms be separated so that there is unique appearances for each?
The larger the UV map, the less room there is left on the image.
It is possible to extend the map to 256x512.
The uvmap can then span a lot more area.
Or even add more definition with 512x512.
Other note, the downside to making unique UVmaps is that the native textures can no longer be used.
My work models have more then one uvmap and can convert the native textures to new ones.
So you can make library conversions from other armors.
It is how I made the Hassat player characters.
But it is labor intensive.

Hi ChickenGeorge,
I for one would like to see this mod, I think that long sleeves are cool. With your UV map skills and kathy's textures it would be quite special.
If the standard UV maps have the arms and legs (t-position) divided by front and back, then I would like to see what the Top/Bottom would look like.
I for sure would like to see the arms and if possible the legs separated so there is a unique appearance for each. That way you could have one arm covered with a long sleeve and one either half covered or sleeveless.
I like your UV work...
Elf

Thanks for the compliments you guys. Smile

bare_elf wrote:

If the standard UV maps have the arms and legs (t-position) divided by front and back, then I would like to see what the Top/Bottom would look like.
I for sure would like to see the arms and if possible the legs separated so there is a unique appearance for each. That way you could have one arm covered with a long sleeve and one either half covered or sleeveless.

I'm trying to visualize how the divided front/back and top/bottom uv maps would look, but I'm having some difficulty w/ that. Having the arms/legs separated would lead to some interesting looking items. Possibilities....hmmm.

Here are a few of the textures I'm thinking of using for some more armor. The textures pictured below are mostly public domain plus I'm going to use some of my own original stuff. I can make cloth or metallic looking textures w/ Gimp and a few other paint programs. I really like making textures and modifying some of the original Dungeon Siege items, but I get soooo lazy when it comes time to put the templates together.





A few fun things for St. Valentine's Day. Love

kathycf wrote:

I like this one kathy, I was wondering if you could enhance them a little bit though, as in doing something like Gogo Yubari below, meh! my inner perversion says that Melisandre would look pretty good in that outfit. Big smile I'll leave that decision up to you though, oh yeah, no need to rush, next week would be fine. Wink

Moros wrote:

I like this one kathy, I was wondering if you could enhance them a little bit though, as in doing something like Gogo Yubari below, meh! my inner perversion says that Melisandre would look pretty good in that outfit.

Inner perversions Moros? I'm shocked, utterly shocked! Tongue

I actually have a very similar outfit (not made by me) to what the young lady in the pic is wearing, but the DS armor meshes are completely different and I would not be able to make long sleeves w/ a skirt.


default is short sleeves (type 2 texture).


CG's long sleeve uv map.

I can make a type 2 with the purple vest thing, but it would have short sleeves and might not look quite right. I can give it a shot if you like.

kathycf wrote:
Inner perversions Moros? I'm shocked, utterly shocked! Tongue

Oh kathy, Shock I thought you knew that us English people were weirdos, can't you release your creative juices just this once and shoot for the stars?, I'd set my heart on playing with Gogo and you've just gone and crushed my dreams. As an incentive I would follow you on this social media thingie, although the last time I followed someone I got arrested so that didn't work out too great. Tongue

I see you've included an image of a UV.map thingie, are they made by a modelling program or are they made by a utility that makes them from the texture, any info would be much appreciated.

kathycf wrote:
I can make a type 2 with the purple vest thing, but it would have short sleeves and might not look quite right. I can give it a shot if you like.
Thankyou for the offer kathy but it just wouldn't be the same. Sad

Moros wrote:

I see you've included an image of a UV.map thingie, are they made by a modelling program or are they made by a utility that makes them from the texture, any info would be much appreciated.

The uv map is part of creating a mesh, like how you want it laid out. You're telling the program "this is how I want my model to look with textures on it". I know that isn't a very good explanation but I don't do 3D modelling. I have the gmax/Siegemax modelling program that comes with the Dungeon Siege toolkit, but my attempts at using it were....bad.

Someone who does modelling would be able to provide a much better explanation.

I took another crack at this mod.
This time I doubled the texture along an axis, 256x512.
This way to give an extra arm and leg appearance.
But the result is hard to get going.

What gmax does is give a warning that it won't render the part with this image.
Then attempts to do it anyways.
Here is where you can test the weighting of the new model.
But as you can see there will be none of that.
I can still move the bones around to see, perhaps.

In game this armor has 2 or 3 polygons missing weights.
If you don't know, weighting in gmax, heck, do ANYTHING in gmax, is extremely painful.
I do as much as I can in other programs before having to use gmax.

If I continue with the mod presently, it will be much harder/longer to get working eventually.
If I go back to the original 256x256, it will be much faster.
As it is now, it is basically a A1 suit with the UVMap of an A5 suit.
And is only using A5 textures, however doubled, so to provide an extra arm and leg.

This UVMap works great for these 'type' textures, but I am thinking now this may not be what others may want.
The outfit worked out for me fine, an Ultima style plate armor for the farmgirl.
Here is where I used the mod before:
https://www.deviantart.com/chickengeorge88/art/FunnyThingHappenedOnMyWay2TheOtherSideOftheWorld-765814604

In other news, I ended up making this armor for the A3 suit. Which worked out much better. So I gave up on this mod.
I think I will go back to the A1 style textures.