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VRTP 1.5.5 - A Vice City Retexture Project


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Hello everyone, after a few days without posting anything, here is an update, I tried to leave the textures as close to the original as possible, leaving the same or similar colors and style.

 

Rssk4wN.jpg

 

 

 

okhamoU.jpg

Hello! I'm here again to show that I'm redoing Harrison's part again, so I'm here to show 2 comparisons, where I tried to leave as close to the original as possible.

 

7QC8ZO4.jpg

 

 

B7QoDBi.jpg

this is amazing. please dont use vice cry models, i love how this keeps vanilla feel of game and it will be probably compatible with VC-MP as well.

  • Like 3

this is amazing. please dont use vice cry models, i love how this keeps vanilla feel of game and it will be probably compatible with VC-MP as well.

I would like to leave the same opinion as you, just to let the author know what i think.

  • Like 2

It's a LOT of hassle though, I hate texture mapping, I like working on textures but texture mapping onto models can go f*ck itself.

  • Like 3

Hey everyone, I'm thinking of integrating the jestic's hq palms into my mod, which do y'all prefer, the mod already included in the .7z file or a separeted download (both will be already adapted to vrtp)?

Hey guys, i've seen that y'all want some improvement on some textures, then show me what you want to improve!

You should add some depth and details to them, or at least those you create from the scratch, like ads and billboards (Full Moon Warehouse being a good example). Having higher resolution and sharp edges is one thing, but most importantly, materials should match one another and be consistent stylistically.

 

Continuing with the aforementioned example of Full Moon Warehouse, it looks good on its own, but it's clean, sterile. There's nothing suggesting it's printed on, let's say, paper or painted on metal. That's where you, as graphic designer, should step in. Add some borders to show it's not cut into a perfect square, weather it down a bit here and there, add stains, scratches, layers showing what's underneath (fe. older ad covered with the current one). Playing with colors is also a great idea, snce currently, as I said, graphic looks clean and perfect. Too perfect for the normal world, I'd say.

And since Renderware is an obsolete engine, it can't use modern solutions to add flavour to otherwise simple materials. There's no dynamic shadows and lights, no reflective surfaces and bump maps even. You should add as much details as you can to distract the eye from noticing this simplicity.

 

Lastly, I doubt retexturing the city is enough - R*'s models often are terribly mapped, and even good materials won't make these problems go away. It's kind of a Sisyphus' task. But then you won't be able to remodel everything alone.

Hey guys, i'm here to say some changes that i have done to the project:

 

- Old bad textures replaced.

- We now have a bonus folder.
- Reorganization of the mod, now fully explained and showing that it is necessary the Open Limit Adjuster.
- 2 Read-me in Portuguese and English
  • Like 2

Hello everybody, after thinking a lot, I realized that doing everything on my own is tiring and time consuming, so I decided to create two groups for you to participate and help me, one is in discord, the other is in skype.

 

Skype Group: https://join.skype.com/wg1NX6czLRS3

 

Discord Group: https://discord.gg/DDpKQTb

 

Both groups you chat about vrtp or not, and you can help me with textures and give me suggestions.

Edited by MS.

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