NWN Reskin Project

The other day I started a small reskin project to make the existing wood textures appear more unified. Then Zwerkules mentioned that outdoor wood textures shouldn’t really be reddish, a grayish hue being more suitable. Well, now its kind of blown up into a 100% reskin of the placeables and tilesets I use.

I’m still tweaking things but this should give you some idea. If enough people are interested, I’ll upload them once I’m done.

3 Likes

PBR, Higher Res, Both?

TR

Using 512x512 as the uniform size as that works good for my monitor size. They all have normal and spec maps.

I tried a few at 1024x1024 and really didn’t notice much difference. 2048x2048 was overkill as it just slowed things down on certain tilesets or if large numbers of placeables were used.

1 Like

It all depends on what camera you use, and the resolution you play in. Low-res is more obvious if you play third person style at 4K. However, the real issue is the “miscellaneous” type of texture that holds little bits used by differently-sized models, like the ones dubbed “books” and such. They’re used as one-size-fits-all, stretched on larger surfaces, or badly applied like the rocksides of the pantry, where you can clearly see the reddish tint of the door that is right next to the rock “sub-texture.” I chose to completely replace them with their own, separate textures. As for the reddish or grayish wood… It’s all about art direction. You have the red/yellow scheme of Dragon Age and the green/blue of Skyrim, or the gray/brown of Wild Hunt. I think it’s more about consistency than a particular color palette.

Yeah, I redo models like that anyway. Consistency is definitely what I’m aiming for since I personally hate all the variance in the current textures. For example, I’ve tinted all the underground tileset textures so that there is a smooth transition from mine/caverns to crypt to evil dungeon to underdark.

3 Likes

Yes Please :smiley:

1 Like

I second that.

TR

1 Like

I thirdy it.

I will fourthify it. Thanks!

Glad to see some interest. Unfortunately, I got a little carried away in my eagerness and instead of improving things, it made the game really bland. Thus, I’ve decided to go back to the drawing board so to speak.

Not all the textures are junk, but for the rest, especially the wood textures, I’ve decided to really do some diligent research into medieval treatment methods and color shifting as the wood ages.