vurt

KOTOR Visual Resurgence

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@Salk Well, they are there already in the default game, and in much lower resolution. If you want to improve quality for the textures that uses them then you must improve the normal maps because otherwise you will have a bit of the low-res look from the applied default low-res normal map.

 

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Sorry to hear you are having so many problems working with the normal maps, vurt.

From what I know, not many texture artists around here have created HD textures using normal maps. Perhaps the difficulty of making them work in the game is what kept them all away from it.

Best of luck!

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Fixed 2 more TXI bugs
updated one of the Hutts (4K) 

I'll do the other 2 as well in 4K, i think i can make them look a bit varied using various patterns on their skin, change their eyes a bit. This one got the more typical Jabba eyes (with wide pupils) and no longer round. maybe do the next more green and the last more desaturated.

swkotor 2025-09-30 23-09-23_039.png

and yes, they probably shouldn't have scales, but meh, its my interpretation of a hutt, makes them look a bit more intimidating too + a good way to make their large mesh have tons of detail. i think bioware also wanted them to have scales, if you look closely on the texture at a few places. 

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3 hours ago, vurt said:

Fixed 2 more TXI bugs
updated one of the Hutts (4K)

I'll do the other 2 as well in 4K, i think i can make them look a bit varied using various patterns on their skin, change their eyes a bit. This one got the more typical Jabba eyes (with wide pupils) and no longer round. maybe do the next more green and the last more desaturated.

swkotor 2025-09-30 23-09-23_039.png

and yes, they probably shouldn't have scales, but meh, its my interpretation of a hutt, makes them look a bit more intimidating too + a good way to make their large mesh have tons of detail. i think bioware also wanted them to have scales, if you look closely on the texture at a few places.

I think the texture is very nice. These aren't scales, but rather skin segments like a frog's.

Spoiler

Picture background

 

It's good that you decided to increase them, as I wrote about earlier.

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yeah you're right, in fact frog-like is what i use in the prompt to exaggerate the skin. 

Though the hutts are clearly inspired more by slugs than frogs.. i can try doing such a version instead perhaps, though i think it will be harder to achieve that effect on the skin.

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I think the 1024 NPC textures are a failure. They're low quality and a waste of performance. I'm posting another AI's work as an example. I think your neural network can do better.

Spoiler

image.png.dc36ebe29bc55c3fc06cfa8c09efaf89.png

Spoiler

image.png.157f69ff4f57dbc80ab571dd2b00235b.png

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yes the various NPC's aren't great, it's by far the least effort in the mod + the wookies..  again, the mod is basically a sketch until v1.0 ;) 

Hutt again, now normal mapped. bump scaling does nothing unfortunately. 1 or 9 doesnt matter it will look 100% the same. I can try some extreme values though to see if that does something. 

I think i'll make the pupils of the eyes slightly less wide to remove the almost cartoonish look it gets. 

HUTT_NEW.jpg

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3 hours ago, vurt said:

yes the various NPC's aren't great, it's by far the least effort in the mod + the wookies.. again, the mod is basically a sketch until v1.0 ;) 

Hutt again, now normal mapped. bump scaling does nothing unfortunately. 1 or 9 doesnt matter it will look 100% the same. I can try some extreme values though to see if that does something.

I think i'll make the pupils of the eyes slightly less wide to remove the almost cartoonish look it gets.

HUTT_NEW.jpg

The seams have disappeared)

Spoiler

image.png.39f6815ace7cef72f6d70ad15dabb071.png

 

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vurt,

I was looking at a set of Dantooine HD textures, specifically the LDA_grim0x series and while I can appreciate the high resolution, I'm preemptly (meaning I did not get a chance to test this in-game even because I have no idea where these textures are used in particular) afraid that they would not mesh well if we compare them to the original.

Example LDA_grim01. 

Original:

LDA_grim01.png.65ad46c35703c2512f454ffb9f423a13.png

Yours:

LDA_grim01_VURT.png.60866333eb956e52285e29b19377ff22.png

The original one has a much warmer red/brown color but as shape goes I'd say it's alright in this case.

In the case of LDA_grim03, it seems that the plant is wrapped around a metal bar (see most left in your HD retexture) and in the case of LDA_grim05. the "body" of the "body" of the foliage should perhaps be a bit thicker?

LDA_grim03.png.66069bd3a76302d23d67f459fecf6373.png

LDA_grim05.png.c32f5b8d59e57edb49896759da2dbdff.png

LDA_grim03.png.b39f9383db3a16200f8dd010b8b2a77d.png

LDA_grim05.png.c541093cc9be90bd38846834c1958340.png

 

Cheers!

 

 

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ah yes, i will fix those, but they have very low priority since i have never seen them in game-game on Dantooine. But i think i know where they might be, likely on top of those rocky parts, so basically out of view, its why they gave them super low resolution so their generated outcome is not great either.

Maybe i'll turn them into bushes or something which is more visible so that they serve a purpose. 

 

 

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I made 3 variants from this one, its just slight color and brightness variations so that they can use the same normal map. 

Kashyyyk got a new ""sky""-box too. 

There were also more alpha blend errors which i've fixed. I'll upload a patch with these changes in a bit..

 

swkotor 2025-10-01 20-46-28_722.jpg

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