Blood Hi-Res Project - Updates in first post.

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DosBoss
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Blood Hi-Res Project - Updates in first post.

Postby DosBoss » Fri Mar 30, 2012 5:16 am

Greetings Bloodites!

Today work is well underway on the "Blood Hi-Res Project", in which I will be recreating/enhancing ALL the in game artwork of blood to 4x the original size, I will begin by doing all the environmental textures first (roofs, walls, ceilings etc), After the textures are all done, I will begin work on the sprites (enemies, weapons, pickups etc)

My aim to to capture the faithfulness to the awesome originals, but add some gritty realism and detail into it!

This is A LOT of work on my part, but I'm doing it because this amazing game deserves it!,

Here's a sneak peak at a few select things.
(still lacking final polishing, also note these preview pics don't do it the justice it deserves, you need to see them in game and up close, that's where the magic shines :D)

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Last edited by DosBoss on Mon Apr 16, 2012 7:58 pm, edited 44 times in total.
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jet800
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Re: Blood Hi-Res Project - And Gameplay mod announcement

Postby jet800 » Fri Mar 30, 2012 8:10 am

No offence, but I think that old ones look better :?
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DosBoss
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Re: Blood Hi-Res Project - And Gameplay mod announcement

Postby DosBoss » Fri Mar 30, 2012 8:22 am

I appreciate the honesty, keep in mind these are only VERY early drafts, the finals will be of much higher quality and faithfulness to the original, Like I stated earlier, I don't want to sink countless hours/days into single textures until I can be certain that XLEngine will even allow me to implement them. At which point I'll be getting serious...dead serious.
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Re: Blood Hi-Res Project - And Gameplay mod announcement

Postby Nuclear » Fri Mar 30, 2012 12:34 pm

for a early draft those are great blood deserves a graphics update
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DosBoss
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Re: Blood Hi-Res Project - And Gameplay mod announcement

Postby DosBoss » Fri Mar 30, 2012 12:41 pm

Nuclear wrote:for a early draft those are great blood deserves a graphics update


Thanks!,
it's such an awesome game and i'm hoping with these higher res textures it will really capture the magical atmosphere the game creates
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DosBoss
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Re: Blood Hi-Res Project - And Gameplay mod announcement

Postby DosBoss » Sat Mar 31, 2012 2:51 am

jet800 wrote:No offence, but I think that old ones look better :?


What do you think of these now?
I'm hoping the engine will support alpha maps, in which case I can actually make the "window" on the door act like a window :p
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Re: New foliage, and the infamous funeral home sign :D

Postby DosBoss » Sat Mar 31, 2012 9:52 am

New foliage, and the infamous funeral home sign :D

*Still drafts!, always open to suggestions and comments!*
Enjoy!

Image
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Re: Blood Hi-Res Project - And Gameplay mod announcement

Postby Klasodeth » Sat Mar 31, 2012 10:21 am

I can't tell just by looking; do the plant textures tile?
I'm frequently online in the #xlengine.projects channel at irc.freenode.net as Klasodeth, Klaso, or KLA.
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DosBoss
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Re: Blood Hi-Res Project - And Gameplay mod announcement

Postby DosBoss » Sat Mar 31, 2012 10:25 am

Klasodeth wrote:I can't tell just by looking; do the plant textures tile?


Indeed they do, albeit a few sections here and there that look a little off, but I'll get around to sorting them ^_^

*Just altered them, they are perfectly tile-able now :), better edit the floor and wall while from the first post while I'm at it, silly me forgot they'd need to tile correctly >_<

**Righto, that's that done, I'll have to keep that in mind from now on, :P
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Re: Blood Hi-Res Project - And Gameplay mod announcement

Postby Greendogo » Sat Mar 31, 2012 5:17 pm

Way to go! It's about time some non-Daggerfall part of the XL project got some lovin'!

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