About this mod
Upscale and PBR conversion of all vanilla clothes. Very demure.
- Requirements
- Permissions and credits
- Donations
< WIP Fur Shader Armors patch/conversion >
Intro
This is an upscale and a 'lazy' pbr conversion of all textures from Skyrim clothes folder. Still took more time than most of my original retextures, maybe all. The base resolution is 2x of vanilla. Although these are not "organically grown and ethically harvested" pbr textures, they have advantages aside from upscaling:
- Linear lighting, shiny fresnel, average pbr stuff
- Ambient occlusion (and some baked spec) unbaked from diffuse, now only darkens actual ambient light
- Roughness based on vanilla specular with some generated roughness mixed in, generated where vanilla spec missing
- Generated normals slightly added onto upscaled normals because the vanilla normals often didn't have the fabric patterns
- Metallic masks hand-drawn (wow manual work) so metals act like metals
- Subtle parallax
- Sense of pride and accomplishment
- In the future: dedicated cloth and fur shader perchance
Texture and version details
Since I converted everything in the clothes folder, this includes a few clothes used as armor in game. This is mainly the thalmor robes and fur/bandit armor. These could really use a custom retexture, and especially fur deserves new textures and a fur shader or at least shell meshes/textures. I'm considering making a shell textured version, but this should already be compatible with existing ones aside from my fur texture not being used (the rest of the armor might stay mine based on how the author made it).
There are two versions. I made v2 from scratch a long time after v1 and it is the one I recommend, but some might still prefer v1.
v1:
- Textures cleaned by a fast homemade cleaning model
- Diffuse upscaled by a mix of 50% RealisticRescaler and 50% SkyrimTexV2.1
- Normals upscaled with 4x-Normal-RG0-BC1 (per the model desc, BC7 with alpha has RGB quality closer to BC1)
- A bit of AO removed using some dumb image processing
- Roughness made from inverted specular, missing made manually by modifying diffuse
- A bit of generated normals from diffuse mixed into normals
- Each texture set colors and roughness individually modified (for example archmage robe more shiny for that leather feel)
- Based on Kartoffel's cleaned textures
- Diffuse upscaled with Kim's 4x-PBRify_RPLKSRd_V3
- Normals upscaled the same as v1
- Diffuse modified with jiyae's delighting model and AO extracted using his AO model
- Roughness from inverted specular mixed with Kim's and my custom roughness models, missing fully generated
- A bit of generated normals from diffuse mixed into normals, a bit differently than in v1
- No individual modifications, overall should stay closer to vanilla and more consistent
- Based on v2
- Gentler AO, now nothing should be pure black in the shadow, redone dark clothes AO removal
- Highly illegal color shenanigans, color now close to vanilla, this mostly brings out various discolorations and filth
- Roughness adjusted again, overall it is a bit rougher now
In summary: V3 is the closest to vanilla in style, v2 clothes are cleaner and blander. V1 has individual color+roughness edits that some might appreciate more.
Fur Shader armors patch:
- Optional, Fur Shaders mod will work without, but the fur will be vanilla shaded
- I remade the alpha more to my liking - a bit less noise and more impact of the fur hairs
- Replaced textures with same uvs with mine
- Fixed up the Ulfric one... and realized Ulfric doesn't have a mesh with shells in the mod lol, may add later
- Kinda WIP, skaal outfit missing, some not ideal seams from og mod, and imo the shells should be like 2x closer together
Patching, body mods...
Any mesh edits, fixes, or body mods should work as with vanilla. Do what you do normally to make vanilla clothing work well with CBBE/UNP, edit your sliders... At the end, run ParallaxGen to apply the correct paths and flags to the final meshes. Theoretically you can run ParallaxGen first and then edit the meshes, but I hear that Bodyslide/Outfit Studio can't render patched meshes well, they may look full white or something.
Screenshot section
As there are too many screenshots to manage, they are sorted mostly chronologically. The first ones visible on the mod page are from v3 and labeled as such, then all v1 pictures follow, then at the second page there are pictures of DLC clothes, and the v2 clothes begin on the third page. There are long dividers on the labels where each category begins, so should be easy to find.
What's next?
Some of the clothes may look too clean or less colorful compared to vanilla, delighting could eat a bit of actual detail, some were just lower quality in vanilla and upscaling didn't help much. Rarely, the vanilla seams are also more visible than before (not really noticeable ingame). But to really make a difference in quality, textures would have to be made from scratch. And the vanilla meshes are really low poly and the uvs are not always ideal, so if making new textures may as well make new meshes. Considering there is over 200 items (around 40 sets of clothing + variants) it would take a dozen hours just to open each texture and do a small edit. So other than some batch edits, don't expect a full original vanilla retexture. In my opinion the way forward is to start making single high quality sets of clothes and armor, and replace this mod over time.
v2 ^
Thanks to:
Our nice lil community of course, especially Faultier, Leostevano, Tomato, Jiaye, and Pesartom discussing texture editing
Jiaye: delighting and ao removal models
Kim: upscaling and roughness gen models
Kartoffels: cleaned vanilla textures