The DaggerXL Texture Project
Overview & Village Pump
(Formerly the "Medium-Res Texture Pack")
This thread contains the general goals and directive of the project, as well as rough guidelines and suggestions for the contributors. General discussion of the texture creation process and theory (i.e. impressionistic and painterly vs photorealistic) may be spoken of here, and those interested in joining the effort may post their early mockups here to receive constructive criticism. If you are looking to follow more intrinsic progress of the individual artists, check the associated subthreads.
As DaggerXL continues to develop at an amazing pace, Lucius continues to point out the modding possibilities that will await us. Taking advantage of the higher resolutions the program will provide, a great deal of modders are seeking to bring Daggerfall into the 21st century with 3D models and the like. Perhaps the first thing on the agenda in renewing the game's graphics is the textures. Face it, Bethesda's art assets will not hold up too well at higher resolutions.
All this project intends to do is create replacements (usually 4x) the size of every pre-existing texture in the game, which gives just enough working space to remaster them into a more presentable form, whilst retaining an authentic Daggerfall feeling. There are some exceptions, dictated through common sense - for instance, a floor tile should not be larger than a wall texture. Overall, no individual texture should go beyond 1024, nor under 256, in either dimension.
Details and shading will be added, and some degree of artistic license is encouraged (new details and personal touches on the textures), but in the end, these textures aim to be relatively faithful to their 1996 counterparts.
My current envisioning for the usage of these textures is for DaggerXL when it runs upwards of, well, anything beyond the original 320x200 native resolution. We're considering releasing the pack in various sizes for those with lower/higher end hardware and smaller/larger displays, respectively.
But wait - won't this split of the work result in some inconsistency? No worries! That's kind of the point. In homage to the Morrowind Visual Pack, every artist is encouraged to design textures using their own style and design process. A quality control pass could be done later on, but that's not the point. The point of this project is to make Daggerfall more presentable for the coming of DaggerXL, while still remaining true to its original incarnation. Oh, and for us to have fun while doing it!
- Quadruple resolution. Obviously, all the original textures are to be made at this size, at least, on average.
- The floor exception. Most floor textures can be made at 8x resolution (usually giving overall dimensions of 512x512) if the artist wishes, as the player's attention is often diverted to these and the ceilings so the extra quality can't hurt.
- Realistically colored wood. For the umpteenth time, I don't care if the wood in the originals looked like a cross-section of a carrot! I'm attributing it to palette constraints that the original artists had to face, and that we do not. Stop nagging about this (few of you have, this is just in preparation), go for a Gunstock stain or something.
- Avoiding obvious tiling. I won't pester you on this, but one must remember that the texture panels in Daggerfall seldom appear infrequently, and usually will tile >9000 times in a single location. Try to avoid giant cracks shaped like Abraham Lincoln or other distinct markings.
- Have fun! I had to say it to negate the previous points' connotating me as having abnormally strict holdings on the lot of you.
Old thread: http://daggerxl.50.forumer.com/viewtopic.php?f=23&t=94