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Aramintai

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Everything posted by Aramintai

  1. You're right, I forgot that part and made the rookie mistake of not saving the version with non-merged layers so adding it afterwards just became pain in the a**. You live you learn. Edit: Decided to add an outline anyway. Yeah I could see myself using this one. Looks a bit darker than the rest of the portraits. You gotta check against them too:
  2. You're right, I forgot that part and made the rookie mistake of not saving the version with non-merged layers so adding it afterwards just became pain in the a**. You live you learn. Hold on, I got this :
  3. Looks awesome! Still needs Stroke maybe to make a black outline around the the edges?
  4. There's a link to the online editor on the previous page that's way more noob friendly than Photoshop, but you still need to play around with it and it doesn't give the best results. Maybe devs have some sort of magical automatic conversion app, but I somehow doubt it, they don't need an app - they have a professional artist who crunches these portraits like cookies.
  5. Eeeeeewwwwww, absolutely hate this style. Guess there won't be pleasing everyone here -.- They've changed them a bit in the beta (not by much though): These watercolored portraits are actually quite tiny in the game, only used in conversations and scripted events so that those hundreds of quick low effort npc portraits would not stick out compared to companions portraits and to give them that illustration effect in scripted events book. Normal companion portraits are still there in all other menus.
  6. Eh, well, every portrait is rather individual, so I can't make a tutorial that would 100% suit every type. But basically, I: -cut the head out of the original background (usually with Quick Selection, but more often than not by hand with the good old eraser, because it's either too dark, or blending with the background, or...edges ) into a transparent background in a new layer; -play around with Poster Edges filter (settings are individual for each portrait); -outline head's edges with Stroke in another layer, rasterize its style and erase unnecessary lines if needed; -apply POE2 watercolor background (it's on one of the previous pages in this thread, EDIT: devs posted an official one: here) with overlay/soft light/multiply/etc. effect (individual for each portrait) in yet another layer; -smudge the face a bit if I feel like it (sometimes even before applying filter or background); -work on the head layer some more by playing around with brightness/saturation/hue/etc. to make it feel more in line with background and official watercolored portraits. Kinda like that.
  7. I think I've heard in one of the streams that watercolored portraits are painted all over again, but since they're basically low effort colored sketches their artist can do each in ~30 minutes. Not sure how much of the original gets "photoshopped" though. However, if you need your custom portrait redone in watercolored style you can post it here as a request: https://forums.obsidian.net/topic/91743-portraits/
  8. Well, dayym, this is the toughest one yet. So many...edges I've done what I could but it may have proven itself to be too...edgy for me :
  9. Sure, why not. Is this the biggest picture size you have? The bigger the picture, the better the result.
  10. Some more work done by request (edited for HD res): Original: Version 1 (SD): Version 2 (SD): Version 3 (HD): Version 4 (HD):
  11. 1. For whatever reason portraits in Character sheet are highlighted and therefore look brighter than normal: Character sheet: Inventory: 2. Protagonist's circle indicator on the world map takes the large portrait it seems, which is more elongated and therefore crops most of the portraits faces in a bad way. The indicator should probably take the small portrait instead, it's more square-ish and and should look fine judging by the small character circle portraits in the bottom left corner on the world map:
  12. Well, Planescape: Torment did it. Was looking not half bad either back in the day. Wasn't using characters models though, cuz they were just tiny sprites . Also, in Dragon Age: Inquisition they used several hand painted portraits for each character - damaged and undamaged. I'd love something like that for POE, but that's double the work for artists, not sure it's feasible because there are so many portraits in POE.
  13. I've yet to find a game where a 3D portrait looks better graphically, shows a better expression or gives a better overall impression of the character than a hand painted portrait. POE2 is not there yet either. Personally, if I find ingame portraits lacking I either find a custom one from the internet or headcanon another character whom would fit one of the ingame's portraits.
  14. What's your picture? Post the biggest one you have and I'll see what I can do. Also, some more practice fodder - one of the portraits from previous pages:
  15. Thanks for all the hints, but I'm kinda noobish in PS, so I'll probably stick with the link You provided. Question: these rough edges, they are automatically created in-game, aren't they? I'm a noob too, and it wasn't easy, but I guess Google helped me level up a bit . I suppose I can try to lend a hand now if you send me your custom portrait. Rough torn edges are made within the game, yea.
  16. Btw, the game scales pictures so they don't have to be of recommended size, can be bigger, just need to maintain correct aspect ratio.
  17. On a more serious note - use Photoshop Can't get 100% authenticity without it: Btw, the game scales pictures so they don't have to be of recommended size, can be bigger, just need to maintain correct aspect ratio.
  18. Great question! I believe that the intention (and after testing it right now this is currently how it works) is for all tiers of inspirations/afflictions to counter each other. So tier 1/2/3 afflictions will counter any tier of the same attribute's inpsiration, and vice versa. So if your character gets paralyzed (tier 3 dexterity affliction), you can cast a tier 1 dexterity inspiration on them to counter the paralyze and end it early. Additionally, if you have a tier 3 inspiration, the enemy can use a tier 1 affliction to counter it. But for resistances, it removes the threat of the tier 1 affliction; the enemy(or you, if a creature has the resistance =P) will have to use a tier 2 or greater to counter any inspiration for that attribute, since the tier 1 will be fully resisted. That doesn't really answer my question - are innate resistance+inspiration additive or not?
  19. And if I have innate tier 1 attribute resistance, will casting tier 1 attribute inspiration save me from tier 2 affliction? Or do I still need to cast tier 2 inspiration to negate it?
  20. I like that you mentioned aggro. I've been thinking about what can be done with a fighter class and its controversial super useful ex-universal abilities. Perhaps they should all be replaced with some abilities that gather and manage aggro, like taunt and battle cry. That would be more in line with fighter's main role as a tank.
  21. That sounds cool, but I've a question to get this straight. For example, if I have a wood elf with Wily Step does it always downgrade a dexterity affliction by 1 tier or does it get better (2, 3 tiers) with higher dexterity? And if it does get better shouldn't the current tier be written somewhere in Wily Step's description?
  22. How can you not, when you have less than 100 points of health, for example, and each injury takes a quarter of those? Each injury raises your chances of getting one shotted and more injured exponentially. Make every character beefed up on constitution? Then how about builds diversity? I still think that it would be better if not all injuries lowered health, only attributes.
  23. Sounds like you guys all here play only on potd and see it as a default difficulty or something. The majority of players will want to play on normal, but that normal has to be fair and balanced not the unbalanced beta mess you seem to be defending right now. Personally, I think this "everything is per encounter" system, while promising, still needs some work. Per rest system, when it comes to restoring health was better, imho. My favourite per rest system is when there are no stupid injuries, health doesn't regenerate after fight and healing spells are finite until rest - that way you can keep on going without rest spamming until you're out of healing spells and/or low on health. But I guess devs will have to think of something else with this new system.
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