So I have already written about my discovery of Jeff Vogel’s Spiderweb Software games, and since they are really more text-based than anything, I thought that fanart is in order. And it’s not going to be _that_ perfectionism-triggering as my older fandoms are (since those are either visual-based, have a huge body of established lore, or both).
Before I plunge into a lengthy description, though, let me share a tip.
This is one of the Optitex dynamic clothing items for DS that I took into Substance Painter because Substance Painter is this awesome tool that does a lot of stuff I need (like weathering effects) automagically, via (extremely customisable) “smart materials”.
What you need to do to really optimise your workflow is: before you import the mesh into SP, merge those materials that are on the same UV tile and are logically the same (you can do it in DS via “geometry editor” or in a modeler app). Optitex dynamics have a gazillion cloth panels aka mat zones, and SP will generate a separate texture set for each, even if they all fit on the same UV tile. You don’t want it, really. It slows down the painting; you wind up with a gazillion x 3 (or more, depending on what you paint) textures for each zone that you will need to merge later manually in an image editor if you don’t want to waste disk space; and – the biggest issue – you cannot paint across those sets.
Which makes painting continuous detail kinda moot. Just look at this robe that is supposed to have been burnt in a fight. Apparently it’s been sewn from pre-burnt fabric because there is just no way to make the particle brush transcend the texture set boundaries.
So do not repeat my mistakes =)
Tip over; self-indulgence incoming!
I’m almost through with my first run of Avernum: Escape from the Pit, and I’ve grown fond of my gang of four. This is how far I’ve progressed with Kadwell who is the party’s mage and the only dude.