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So its been awhile, unfortunately my problems with memory running out still persist so im just making assets currently. Been trying to get back into Sims modding too.
So (part 2) Reversed? what does that mean. Basically, the armor plates were beige are now darker, and the cloth was darker and now beige which I think is a fresh look, less useless belts around the legs to really simplify the appearance and boom. thats it. Oh and finally the texture itself is smooth more blended for a cleaner look. may add abit more noise to the cloth but the plates are very smooth.
I'm using a slight edited T6M mesh for mirroring pant texture + smoother legs.
8 comments
It's a pity we can't have modern bone weighting and rigid, independent segments over soft parts of the model.
To think that the look could be improved so much with what essentially is a rather simple yet at the same time a very competent color swap, I would have never thought.
Maybe it's because I'm looking at the female version too, I usually play male so I don't get to see them killer curves as often! But I guess it might not be such big factor due to the fact that the original color pallet there still makes me wanna throw up!
Good job! Seriously.
I haven't been able to find any artist notes on the reinforced varients but from what I've deducted I assumed they were going for...
- Wild West Ranger asethetic (with the colour, sandy browns beiges, belt style, neckchief).
- Robo-Cop (with the helmet/visor and semi futuristic sharp looking plating, blocky and chunky).
- Space!!! (colourful halo rings around the limbs give off a hint of a retro theme in the design).
Satisfying/improving on these factors in the combat armor's design especially in new vegas will vastly help improve the armor and a lil more work on making it less like everythings sorted merged in eachother.Comparison