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17:45, 9th Jul 2012
M0rbid: And again: Not enough changed to the original... Also, the Copy and Pasted parts are horribly done. Without offence, but they do not follow the given skin at all and look smudged on it without any though.
Therefor this...
17:45, 9th Jul 2012
M0rbid: And again: Not enough changed to the original... Also, the Copy and Pasted parts are horribly done. Without offence, but they do not follow the given skin at all and look smudged on it without any though.
Therefor this skin is not approvable. I strongly suggest you to rethink uploading these mostly unchanged works to the skin section, because it is against the rules. The texturing forum is for feedback on not finished textures.
PS: Also, next time please try to use Hiddentags for such large images.
First of all, and this is not to push you around, but an hour isn't a lot of time for a texture, trust me.
More to the point, yes, I can trust you with the fact that you've redrawn a lot here, but the point is that it’s just that - redrawn. It serves little purpose as the changes are so small that you don't notice them. The difference I can see is that the gold trimming has more saturation, the skin is slightly more blue in tone and the hammer has a more primal (coarse, rough) look to it, not polished as the standard one.
But all in all, it's too little to actually see the change and on top of that, redrawing isn't even changing stuff. It's one thing when you re-polish an old skin, improve it (like 67chrome has done here - Night Elf Archer). There you can see a clear difference from the original texture, even if it's basically the same concept; 67chrome even made a massive improvement over the original texture.
But sadly we can't say that about your texture, I'm sorry, but it isn't an improvement of the original... Hope you understand what I'm aiming at and if you really do and have the drive; jump back on the texture and try to actually improve it. Redesign the armor and etc, be creative.
Taking in consideration of what I told you yesterday, you've at least listened to what I told you. But this is, sad to say, far from flawless as well. Here's the first comparison:
There's clearly still a lot of re-used material. But this is at least an improvement from yesterday’s attempt, as here you've actually tried to create something new, you've not just changed the saturation and etc; which is a plus.
But look at the green parts of the comparison; this is still a major recolor. I know, you've added some texture to the armor and etc, but sadly, it isn't enough.
And if we then look at the face and the armor, you've clearly done something totally different, why doesn't the rest of the texture follow the same concept? You clearly have an idea for the texture, so I can't understand why you'd work on some parts and then recolor the rest.
But despite the fact that you've worked on the armor, you've forgotten about something. WC3 is low-poly and all units are seen from afar; which makes details a bit hard to handle in WC3. In the current state, you're armor is FULL of details, but the sad thing is that from afar it looks like a clutter of colors - smeared randomly (sorry for forgetting this yesterday).
Anyway, what you need to finish on this skin:
- Reduce the details, the texture is mere 256p, keep that in mind.
- Try making something more interesting with the green-marked parts, or at least some of them.
- Look at the model, then your texture. The Dread Lords mouth isn't "open" (your texture looks very weird on the model ATM, like The Joker or something). I understand that you wanted a "screaming" expression (or something of that ilk), but not all models can be made that way.
At this current state, this skin won't be approved, I'm rather sure of it - sorry. But keep on working dude; this is a clear improvement over yesterdays attempt!
Edit
Just double-checked the Dread Lord and its texture - there's a lot of "dead space" on this texture that you can remove (simply draw pure black over it).
First of all, and this is not to push you around, but an hour isn't a lot of time for a texture, trust me.
More to the point, yes, I can trust you with the fact that you've redrawn a lot here, but the point is that it’s just that - redrawn. It serves little purpose as the changes are so small that you don't notice them. The difference I can see is that the gold trimming has more saturation, the skin is slightly more blue in tone and the hammer has a more primal (coarse, rough) look to it, not polished as the standard one.
But all in all, it's too little to actually see the change and on top of that, redrawing isn't even changing stuff. It's one thing when you re-polish an old skin, improve it (like 67chrome has done here - Night Elf Archer). There you can see a clear difference from the original texture, even if it's basically the same concept; 67chrome even made a massive improvement over the original texture.
But sadly we can't say that about your texture, I'm sorry, but it isn't an improvement of the original... Hope you understand what I'm aiming at and if you really do and have the drive; jump back on the texture and try to actually improve it. Redesign the armor and etc, be creative.
Taking in consideration of what I told you yesterday, you've at least listened to what I told you. But this is, sad to say, far from flawless as well. Here's the first comparison:
There's clearly still a lot of re-used material. But this is at least an improvement from yesterday’s attempt, as here you've actually tried to create something new, you've not just changed the saturation and etc; which is a plus.
But look at the green parts of the comparison; this is still a major recolor. I know, you've added some texture to the armor and etc, but sadly, it isn't enough.
And if we then look at the face and the armor, you've clearly done something totally different, why doesn't the rest of the texture follow the same concept? You clearly have an idea for the texture, so I can't understand why you'd work on some parts and then recolor the rest.
But despite the fact that you've worked on the armor, you've forgotten about something. WC3 is low-poly and all units are seen from afar; which makes details a bit hard to handle in WC3. In the current state, you're armor is FULL of details, but the sad thing is that from afar it looks like a clutter of colors - smeared randomly (sorry for forgetting this yesterday).
Anyway, what you need to finish on this skin:
- Reduce the details, the texture is mere 256p, keep that in mind.
- Try making something more interesting with the green-marked parts, or at least some of them.
- Look at the model, then your texture. The Dread Lords mouth isn't "open" (your texture looks very weird on the model ATM, like The Joker or something). I understand that you wanted a "screaming" expression (or something of that ilk), but not all models can be made that way.
At this current state, this skin won't be approved, I'm rather sure of it - sorry. But keep on working dude; this is a clear improvement over yesterday!
I'll try it. It's not re-used material. I've done them on a graphic tablet then modify them in photoshop. Worked few days on original pieces of armor i attached a screenshot with me modifying in ps ( in progress) Any way thanks, i'll try to remake it.
I'll try it. It's not re-used material. I've done them on a graphic tablet then modify them in photoshop. Worked few days on original pieces of armor i attached a screenshot with me modifying in ps ( in progress) Any way thanks, i'll try to remake it.
I'm not talking about the armor you've made, I'm talking about the stuff that you've basically recolored (the legs, wings and hands). Not doubting the fact that you're the original creator of the chestpiece and face.
looks cool but the path that you set up in here (in this page) made me a bit confused with the path since I tend to copy paste paths from images/textures. Also, not too many suitable team colors so I suggest removing the team colors of this one, if possible. (Although I use to change the team color in the object editor for this types of problems)
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