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Unfinished SAM Textures 0.1

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10 Screenshots

About This File

Hi, I'm big dum and deleted the project files for these unfinished textures so I am now offering them as a modder's resource.

Some things worth knowing:

  • Contains a full texture set for body and hands in 4K
  • Uncompressed PNGs
  • intended for SAM High Poly (read: no fingernails) 
  • Comes with a matching neckseam resource for CotR
  • the diffuse map is actually decent
  • the normal map is extremely unfinished and has some errors from baking
  • the specular map is also very rudimentary

Feel free to use in your own projects if you want, just credit me or something

 spacer.png


What's New in Version 0.1   See changelog

Released

Fixed the right hand because I felt bad for sharing the texture in such a sorry state

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thank, I hope these are actually of use for someone out there because I'm too mad at myself to touch these textures again 🙃

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5 hours ago, cuyima said:

thank, I hope these are actually of use for someone out there because I'm too mad at myself to touch these textures again 🙃

Where i hear your name before. Cuyima. You have other mod connected to interesting NPC ?
Ahhh skin as resources. My hand itchy play with it XD. I hope can finish this at some point for vector members.

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2 hours ago, Don said:

Where i hear your name before. Cuyima. You have other mod connected to interesting NPC ?
Ahhh skin as resources. My hand itchy play with it XD. I hope can finish this at some point for vector members.

Yeah I got an NPC overhaul and a bunch of other things over at Nexus. Most of my mods these days are private ones that I make for my own characters, which is the reason why these textures have a CotR neck seam.

Technically they are usable already, but the hands and feet especially are still lacking detailing. The coloring is also off and they probably need some HSL/Levels adjustments to play nice with skyrim's skin tints.

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1 hour ago, cuyima said:

Yeah I got an NPC overhaul and a bunch of other things over at Nexus. Most of my mods these days are private ones that I make for my own characters, which is the reason why these textures have a CotR neck seam.

Technically they are usable already, but the hands and feet especially are still lacking detailing. The coloring is also off and they probably need some HSL/Levels adjustments to play nice with skyrim's skin tints.

In skyrim mostly color now controlled by enb. Even skyrim se with dull color become so good.Normal map maybe the most important but so far i like your diffuse and normal too. Let see if i can play with it and combine it into something else. 

Edited by Don

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38 minutes ago, kreiste said:

what software do you use to paint these textures? 

The base normals I sculpted in zBrush and everything else in Substance Painter. I used a bunch of photographs that I projected onto the mesh and then color corrected and blended stuff together overlayed with maps generated from the high poly zBrush model.

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50 minutes ago, KouLeifoh said:

These look nice and I recognize the struggle of projection painting 🤡

So all skin maniac gathered here at last. LOL. 

5 hours ago, cuyima said:

The base normals I sculpted in zBrush and everything else in Substance Painter. I used a bunch of photographs that I projected onto the mesh and then color corrected and blended stuff together overlayed with maps generated from the high poly zBrush model.

Bro, sam neck patch available too ? I see cotr neck map but i don't see sam light neck. Is this pack special for sam + cotr ?

Edited by Don

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1 hour ago, Don said:

Bro, sam neck patch available too ? I see cotr neck map but i don't see sam light neck. Is this pack special for sam + cotr ?

I'm not actually sure how it will interact with a vanilla UV headmesh. From my experience the CotR neckseam is slightly different than vanilla, especially around the back area. It might look fine or it might be a complete mess, I haven't tested these textures specifically.

They were intended for a specific character so I made them with CotR in mind because he happens to be using that headmesh. That was until I deleted everything except for exported textures like the dumbass that I am :D

I can try baking them from CotR to Vanilla to see if it makes a difference tho, if it does I'll upload the result too.

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12 hours ago, cuyima said:

The base normals I sculpted in zBrush and everything else in Substance Painter. I used a bunch of photographs that I projected onto the mesh and then color corrected and blended stuff together overlayed with maps generated from the high poly zBrush model.

how do you "project" these textures unto your mesh? do you mean like, copy pasting them in photoshop and then blending it out afterwards? 😅 sorry if it's a dumb question lol

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1 hour ago, kreiste said:

how do you "project" these textures unto your mesh? do you mean like, copy pasting them in photoshop and then blending it out afterwards? 😅 sorry if it's a dumb question lol

It's fine, that's essentially it ☺️

If using Substance Painter or similar software you can do exactly that but in 3D so you're not as limited by UV layout and seams.

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26 minutes ago, cuyima said:

It's fine, that's essentially it ☺️

If using Substance Painter or similar software you can do exactly that but in 3D so you're not as limited by UV layout and seams.

I'm actually using 3D-Coat coz with that you literally can project by 3d-view instead of just copypasting into 2d texture, except it's very memory-heavy; so I was wondering if there was a better alternative 😂

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7 minutes ago, kreiste said:

I'm actually using 3D-Coat coz with that you literally can project by 3d-view instead of just copypasting into 2d texture, except it's very memory-heavy; so I was wondering if there was a better alternative 😂

Hmm SP performance is decent I suppose, I'm not sure how it compares to 3DCoat or Mudbox tho. I haven't had any issues while actually working on stuff and things like 3D projection never caused any lags etc for me but it does start eating RAM for breakfast when saving projects.

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i usually use SP for most of my custom armors since most of the time I just need to drop preset materials and edit some parameters with basic mask.

However, SP is a bit unintuitive for me to use as painting software due to the lack of some essential brushes (like, blur and smudge brushes which I used a lot )

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Yeah SP sucks for painting which is kind of ironic given the name 😂 I've been sort of working around it by using fill layers with alpha masks but it's really trying to force it's material workflow on you.

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