LarryG on 16/11/2014 at 22:59
Me. I prefer thee 1st of both examples. The grates I prefer because I think the grating should be flat and not rounded like in the 2nd. There it looks like welded wire to me, which is not appropriate, IMHO.
The first riveted plate I prefer because of the color, though I like the surface texture of the 2nd better. I wonder what it would look like to combine the two, using the 1st as a color overlay of the 2nd ... ? Nah, the highlights on the rivet heads are just too much, Rivets should look flatter. I really don't like the rivets on either.
Necrobob on 16/11/2014 at 23:02
I would suggest mixing both together. The first one has a nice surface to it, but the rivets look really fake.
Xorak on 17/11/2014 at 00:30
It's odd, to me the gritty and real style of the second images better matches the intent of the originals, but the first images better match what the original textures show if you go strictly by what you're looking at and remove tone or atmosphere.
For instance, that first yellowed metal plate in the first set of images is too dirty-clean. It's supposed to evoke the idea of a used and worn metal wall, but the dirtiness on it is very cleanly and carefully drawn onto it. All the rivets feel like they've been purposely dirtied for the sake of making the texture dirty but are otherwise precisely and carefully placed. I mentioned it once before, but to me textures like that have a cartoony feel to them. The texture is perfectly done in a way to suggest the concept of a rusting metal wall, but it isn't actually a rusting metal wall that would exist in a real world. I don't know if that makes any sense. Though maybe it does look better in-game when affected by lights and shadows. In contrast, the second image is too stark, contrasted and (mind the pun) grating, and the colors don't match up enough.
I do prefer the second of the two grates, if the bars of the grate could be thickened somewhat. I agree with Larry there, as it doesn't seem the type of grate you could let the traffic of the city walk across.
DiMarzio on 17/11/2014 at 21:50
I like the second one more, even though the first one might be closer to the original, but I think you shouldn't worry about that too much. Back in the day, LGS just had to make the textures clear. They didn't have too big resolutions to implement all the details as opposed to what we have today and what the purpose of this project is; to add the details, which LGS couldn't. If we're aiming just for high resolution, I'd say we have our HD monitors and tri-linear filtering already for that...
No offence towards anyone's work.
Yandros on 18/11/2014 at 00:36
Kindly don't quote posts with large images, it slows down the page load.
I slightly prefer the first texture in each case, but I would also say that unless you're going to put them all up somewhere for us to vote on and make this a democratic thing, you should just pick the one you like best and tell anyone who disagrees to sod off and make their own pack. The EP is yours from an administrative standpoint, and you've more than earned that right should you want to exercise it.
LarryG on 18/11/2014 at 00:58
Here, here! What Yandros said. Go with your personal editorial judgement. You have done excellently with that in the past.
Yandros on 19/11/2014 at 05:09
It's impossible to believe that shot is from the Dark engine... how'd you get the light reflection on the ceiling and sides of the bookshelves?
Great to see you back by the way, even if you don't stick around!
PinkDot on 19/11/2014 at 10:35
Quote Posted by "Yandros"
It's impossible to believe that shot is from the Dark engine... how'd you get the light reflection on the ceiling and sides of the bookshelves?
That must be a render in some 3d app. I also thought of doing some realistic renders using (modified) Thief assets, to see how it would look like on a modern engine. Good to see somebody actually took the effort to do it! Looks great! :)