
Decided that this game needed Sashimonos. Might edit the texture a bit more, but it's a proof of concept, mostly.

Holy Nation party




What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.TKVNC wrote: β September 25th, 2024, 21:18
Rigged the female version, and changed the texture a little, added a normal map too.
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I've heard people use Blender Plugins to bake Normals; but my issue is, unless your mesh is High Poly you're not really baking anything at all - I just do Normals from 2D Textures, because that's what I know better.DagothGeas5 wrote: β September 25th, 2024, 21:23What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.
Thank you, will look into PaintDotNet then, I only know of Gimp and Krita after moving away from Photoshop a long time ago, will be interesting to learn something new once I will have the time.TKVNC wrote: β September 25th, 2024, 21:28I've heard people use Blender Plugins to bake Normals; but my issue is, unless your mesh is High Poly you're not really baking anything at all - I just do Normals from 2D Textures, because that's what I know better.DagothGeas5 wrote: β September 25th, 2024, 21:23What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.
I use a PaintDotNet plugin 'NormalMapPlus' for my Normals. I'll be honest, I really don't like GIMP - it's only 'saving feature' if you can call it that, is native TIFF/TIF editing, but for a lot of games, it doesn't even matter.
The Banners - they're called Sashimono in Japanese, and are basically the same as Heraldry in Europe. The general premise is to make it possible to see who is who.DagothGeas5 wrote: β September 25th, 2024, 21:54Thank you, will look into PaintDotNet then, I only know of Gimp and Krita after moving away from Photoshop a long time ago, will be interesting to learn something new once I will have the time.
Thank you for sharing your work by the way! I don't really know the lore behind the use of the banners in real life, but they give a certain feel to see in action through the screens, something I can definetly see the samurai faction using (can't recall the name presently, it's the ones that has the guy with Tengu in the name as a leader).
DagothGeas5 wrote: β September 25th, 2024, 21:23What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.TKVNC wrote: β September 25th, 2024, 21:18
Rigged the female version, and changed the texture a little, added a normal map too.
![]()
https://github.com/HugoTini/DeepBumpTKVNC wrote: β September 25th, 2024, 21:28I've heard people use Blender Plugins to bake Normals; but my issue is, unless your mesh is High Poly you're not really baking anything at all - I just do Normals from 2D Textures, because that's what I know better.DagothGeas5 wrote: β September 25th, 2024, 21:23What do you use for the normal map if I may ask? I tried doing texturing in the past using an addon for Gimp but, also because I am no artist, it never really turned out ok. I know there is something that can make a map directly from a mesh but I don't recall much on what program that was.
I use a PaintDotNet plugin 'NormalMapPlus' for my Normals. I'll be honest, I really don't like GIMP - it's only 'saving feature' if you can call it that, is native TIFF/TIF editing, but for a lot of games, it doesn't even matter.
Will take a look at it now; could be interesting. Anything that helps with Normals gets a +1 in my book, since they're a menace to make.







Yes











Few things mentioned already, but I thought Id just bring up this: Materialize
That looks incredibly useful, thank you for sharing!Element wrote: β December 29th, 2024, 12:48Few things mentioned already, but I thought Id just bring up this: Materialize
Open source, does a bunch of maps including ao, height, metallic, normal etc.
Caught my eye since Uncharted Collection used it to generate extra maps for the original textures. Windows only but it ran ok on wine when I tried it last year, albeit seemingly more resource hungry





Wanted to ask, do you know why games seem to have a lot of issues with handling dismemberment? I recall Skyrim wanted to do it (and has many things implemented for it but left unused that I recall), but I have never seen it done as well as Kenshi does. I recall seeing "engine issues" being cited as the main cause also the cut limb appearing in a "default look" instead of what was actually detatched.TKVNC wrote: β April 25th, 2025, 22:30It's literally what you said.Shillitron wrote: β April 25th, 2025, 22:18Can you explain how rig scaling works?TKVNC wrote: β April 25th, 2025, 16:05You simply have the rig scale accordingly, Nords in Morrowind were just 'longer' i.e taller than Imperials, and the whole rig scaled accordingly. Meanwhile, in Kenshi, each part of the rig scales individually, so you can have longer or skinner arms by virtue of the skeleton simply 'stretching' the polys of the m
Do you mean Scaling by X, Y, Z or having individual bones scale? That would tear your mesh.
You can either scale it on 3 dimensions, or you can scale individual bones. You don't tear meshes, but you might get some deformation, but depending on the amount of scaling it's either not noticable, or barely noticable.
I would assume it's primarily an engine problem. But that's not really the answer that makes the most sense, because you can add scripting to an engine to make it do other things.DagothGeas5 wrote: β April 25th, 2025, 22:34Wanted to ask, do you know why games seem to have a lot of issues with handling dismemberment? I recall Skyrim wanted to do it (and has many things implemented for it but left unused that I recall), but I have never seen it done as well as Kenshi does. I recall seeing "engine issues" being cited as the main cause also the cut limb appearing in a "default look" instead of what was actually detatched.TKVNC wrote: β April 25th, 2025, 22:30It's literally what you said.Shillitron wrote: β April 25th, 2025, 22:18
Can you explain how rig scaling works?
Do you mean Scaling by X, Y, Z or having individual bones scale? That would tear your mesh.
You can either scale it on 3 dimensions, or you can scale individual bones. You don't tear meshes, but you might get some deformation, but depending on the amount of scaling it's either not noticable, or barely noticable.
Skyrim has decapitationsTKVNC wrote: β April 25th, 2025, 22:58I would assume it's primarily an engine problem. But that's not really the answer that makes the most sense, because you can add scripting to an engine to make it do other things.DagothGeas5 wrote: β April 25th, 2025, 22:34Wanted to ask, do you know why games seem to have a lot of issues with handling dismemberment? I recall Skyrim wanted to do it (and has many things implemented for it but left unused that I recall), but I have never seen it done as well as Kenshi does. I recall seeing "engine issues" being cited as the main cause also the cut limb appearing in a "default look" instead of what was actually detatched.TKVNC wrote: β April 25th, 2025, 22:30
It's literally what you said.
You can either scale it on 3 dimensions, or you can scale individual bones. You don't tear meshes, but you might get some deformation, but depending on the amount of scaling it's either not noticable, or barely noticable.
I would simply assume it is because Bethesda never wanted it in their TES games, so they didn't add it. They can do it, FO3 and FO4 etc. are prime examples that they can do it.
For what it's worth, and the most likely explanation - they never thought of a good way to make players 'heal' from a dismemberment, so it would ruin gameplay, perhaps?