White costumes and skin tone


Anti_Proton

 

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I wonder if there is a way to test this bump map theory...


 

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Well even if the issue is aggressive shading... white should not have a pink/brown tint.

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The thing is, the shading remains the same colour regardless of what colour skin you put underneath it. Black, white, green, it's still the same colour shading. Ironically, the SAME colour shading as pure white skin. It's inherent in the texture itself, and the texture is made to look good on cream to dark cream skin, so the shading is made to look good with that. White skin, like white tights (which are mechanically the same thing O_o), simply shows this the most because it allows enough of the base texture's original colouring to remain, where darker colours "mask" the original texture better. I wouldn't be surprised if there WERE some kind of colour blending going on, but it's not based off skin colour, but off the base texture which may actually BE pure white, itself.

And as mentioned, black is the bane of auras, because the "darkness" of the colour also defines opacity, and black is invisible, or close enough to it. Except for Tendrils, which seem to have either a black sprite to begin with, or a much kinder opacity interval.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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I'd like to see them fix it, but I'm sort of curious what it would entail.

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I can't see it taking much work at all. All that should need to be done is create a bump map for each pattern/mask. The Tanker chest option for Males has a bump map (No, I haven't pigg-dived, it's obvious if you've ever done any 3D modeling at all), and you can make it white with no problem. But the Tanker option for Females' Tops with Skin still has no bump map, so we're left with the wet t-shirt look, minus nipples.
There are some Tops with Skin options that have obvious bump maps (Metal, Leather, and the various Plus options come to mind), would it really be that hard to add a simple bump map to the rest of the Tops with Skin options and the Full Masks/Face options? I could probably do it for them if they send me the patterns/masks, then it's just a matter of changing the code to enable the bump map (which I'm guessing is a variable in each piece's code).

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Here's where the problem with that is this: Male Tanker, Female Metal and so on are full-fledged, separate textures that actually come with their own unique torso model, even though they look a LOT like the original torso. Things like Angelic or Savage, though, don't come with their own model or texture, they use the "base" texture for a naked, nipple-less torso or a naked, crotchless upper legs assembly, with a pattern applied over it. This pattern is applied over the "naked base" in just the same way it's applied over something like Armour Plate or Leather Straps.

As I'm sure you know better than me, these colour patterns are applied as mask textures overlaid over the original texture. However, they are not separate textures in themselves, they are just colour filters, making the underlying texture look monochrome. They can't add shaders, and in fact actual shaders have a LOT higher priority than patterns do. This is why shiny items always colour a LOT darker than dark matte colours, but a LOT brighter than bright matte colours. Pick any of the I6 CoV shiny items (say, metallic skull) and colour it black or dark brown. The shader almost disappears, because of the dark colour, and the item is almost not shiny. Try white, however, and the shader is extrodinarily effective.

About the only way for Tights with Skin to work with shaders and have their own surface shading that isn't the same as the bare torso shading is to make a unique texture for all of them, which isn't the case for most of them and would require a fair bit of work from Jay.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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I'd like to see them fix it, but I'm sort of curious what it would entail.

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I can't see it taking much work at all. All that should need to be done is create a bump map for each pattern/mask. The Tanker chest option for Males has a bump map (No, I haven't pigg-dived, it's obvious if you've ever done any 3D modeling at all), and you can make it white with no problem. But the Tanker option for Females' Tops with Skin still has no bump map, so we're left with the wet t-shirt look, minus nipples.
There are some Tops with Skin options that have obvious bump maps (Metal, Leather, and the various Plus options come to mind), would it really be that hard to add a simple bump map to the rest of the Tops with Skin options and the Full Masks/Face options? I could probably do it for them if they send me the patterns/masks, then it's just a matter of changing the code to enable the bump map (which I'm guessing is a variable in each piece's code).

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Here's where the problem with that is this: Male Tanker, Female Metal and so on are full-fledged, separate textures that actually come with their own unique torso model, even though they look a LOT like the original torso. Things like Angelic or Savage, though, don't come with their own model or texture, they use the "base" texture for a naked, nipple-less torso or a naked, crotchless upper legs assembly, with a pattern applied over it. This pattern is applied over the "naked base" in just the same way it's applied over something like Armour Plate or Leather Straps.

As I'm sure you know better than me, these colour patterns are applied as mask textures overlaid over the original texture. However, they are not separate textures in themselves, they are just colour filters, making the underlying texture look monochrome. They can't add shaders, and in fact actual shaders have a LOT higher priority than patterns do. This is why shiny items always colour a LOT darker than dark matte colours, but a LOT brighter than bright matte colours. Pick any of the I6 CoV shiny items (say, metallic skull) and colour it black or dark brown. The shader almost disappears, because of the dark colour, and the item is almost not shiny. Try white, however, and the shader is extrodinarily effective.

About the only way for Tights with Skin to work with shaders and have their own surface shading that isn't the same as the bare torso shading is to make a unique texture for all of them, which isn't the case for most of them and would require a fair bit of work from Jay.

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Well not just Jay, you have to remember that he has goons now. He can just make them do all the work


"YOU DID NOT READ THE THREAD. GO READ THE LONG, LONG THREAD.
Then, perhaps your butt cheeks will relinquish their grip on your chin." -The_Zekiran

 

Posted

Actually, I'd like to see that happen. The old pieces are in need of updating, but we've seen pretty much that that's the very lowest of priority, coming well after the want for NEW items.

Personally, I'd like to see them implement a system for overlaying different textures, at the very least in the same way as emblems, so that we can have one texture of skin with tights over it. Say, you could be a lizard, a stone creature or a robot and STILL have an opaque belly tee over your "skin." That would be VERY cool and it would solve most shading issues. I think...


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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Here's where the problem with that is this: Male Tanker, Female Metal and so on are full-fledged, separate textures that actually come with their own unique torso model, even though they look a LOT like the original torso. Things like Angelic or Savage, though, don't come with their own model or texture, they use the "base" texture for a naked, nipple-less torso or a naked, crotchless upper legs assembly, with a pattern applied over it. This pattern is applied over the "naked base" in just the same way it's applied over something like Armour Plate or Leather Straps.

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Ok, so it actually looks like it wouldn't be a bump map that would solve it... Although, the graphical part of it should be just as easy. They'd need to take the nipple-free torso and duplicate it for each top with skin option and overlay the top with skin mask as a new layer over the torso texture and then remove the skin color from the areas on the torso texture covered by the black on the mask. Then delete the layer the top with skin mask is on. It'd require doing this same thing for each Tops with Skin option, but shouldn't really take that long for anyone with any skill with Photoshop. Then it's a matter of changing the code to reference the new torso texture for each piece. Not exactly trivial, but shouldn't take much work.

I'd still like to see a bump map added to all of them in addition though, so that it doesn't look painted on so much.


@Johnstone & @Johnstone 2
ediblePoly.com
All my characters

 

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The bleedthrough on the masks annoys me almost as much as the bleedthrough on the white "Tops with Skin" options...

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"Where does he get those wonderful toys?" - The Joker

 

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I started wondering... What would happen if they just made the nipple-free torso texture greyscale? We already apply skin color to it within the costume creator. Does it need to have a base skin tone for us to apply a skin tone to?

If this would work, I still want a bump map for all the masks/patterns so they don't look like paint though. >.<


@Johnstone & @Johnstone 2
ediblePoly.com
All my characters

 

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Ok, so it actually looks like it wouldn't be a bump map that would solve it... Although, the graphical part of it should be just as easy. They'd need to take the nipple-free torso and duplicate it for each top with skin option and overlay the top with skin mask as a new layer over the torso texture and then remove the skin color from the areas on the torso texture covered by the black on the mask. Then delete the layer the top with skin mask is on. It'd require doing this same thing for each Tops with Skin option, but shouldn't really take that long for anyone with any skill with Photoshop. Then it's a matter of changing the code to reference the new torso texture for each piece. Not exactly trivial, but shouldn't take much work.

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It sounds simple (and it probably is), but the stumbling block is that someone has to go down and actually DO it. As this falls under "reworking old pieces vs making new ones," I'd wager it's VERY low priority. Lower than it should be. As well, though, it seems making a pattern is a lot simpler than making a unique texture, which is why we tend to see so many more patterns than unique textures. Of course, I'm also guessing, so I could easily be wrong.

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I started wondering... What would happen if they just made the nipple-free torso texture greyscale? We already apply skin color to it within the costume creator. Does it need to have a base skin tone for us to apply a skin tone to?

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I'm pretty sure that it already sort of is greyscale, just some sections of it, most notably the darker sections, don't mask as well with other colours. I'm not sure it's specifically grey, but it likely works off the same principle. It's probably some shade of brown or cream, though. Changing the base texture would undoubtedly throw off existing shading, and these things tend to be unreasonably poorly received.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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it seems making a pattern is a lot simpler than making a unique texture, which is why we tend to see so many more patterns than unique textures. Of course, I'm also guessing, so I could easily be wrong.

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Generally speaking, yeah, a mask/pattern is a lot easier to make than a full on texture. Masks are just black and white images to tell the game's engine where to apply color. Textures require a lot more work.


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I'm pretty sure that it already sort of is greyscale, just some sections of it, most notably the darker sections, don't mask as well with other colours. I'm not sure it's specifically grey, but it likely works off the same principle. It's probably some shade of brown or cream, though. Changing the base texture would undoubtedly throw off existing shading, and these things tend to be unreasonably poorly received.

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If it was greyscale, then there would be no skintone to show through when we select white; it would instead work to darken whatever color is applied which would work as shading.

The likely consequence of this is that it would make the skin colors show up closer to what they look like in the swatches. It would of course require every piece with skintone to be desaturized to make everything the same though. I really want to test it >.< I'll resist the temptation though.


@Johnstone & @Johnstone 2
ediblePoly.com
All my characters