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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • dux
    • July 27, 2007 at 3:11 PM
    • #2,061

    Looked better with the normal I think.

  • PhilE
    • July 27, 2007 at 3:25 PM
    • #2,062
    Quote from NightWolf

    Removed Normal:[Blocked Image: http://inevmaps.hl2files.com/media/pictures/hl2%202007-07-27%2010-03-17-15_thumb.jpg]

    Thats exactly how it should look. Great work

  • Rick_D
    • July 27, 2007 at 3:39 PM
    • #2,063
    Quote from dux

    Looked better with the normal I think.

    yup

  • e-freak
    • July 27, 2007 at 3:42 PM
    • #2,064

    maybe just tone the normal contrast down?

  • Rick_D
    • July 27, 2007 at 3:44 PM
    • #2,065
    Quote from buddy the designer

    Lol yeah, right Rick, these look just like tiled photos from cgtextures, that's totally wrong way to approach stuff, "hi guys I made these awesome textures (cgtexture photo, cropping, offset, stamp)"

    don't get me wrong, I have rinsed the cgtextures photos no end, but I find they are becoming like the HL2 texture set - you see them everywhere and they get boring.

    it takes 5 minutes to tile a photo and run it through crazybump; but I really like Method's approach - take a reference shot, get photos and create a texture based on a reference using various photos. You'll end up with some really nice stuff that isn't instantly recognisable as "from so-and-so texture site", and fits your project much better.

    If you are just doing stuff for practice then tiling a photo is sort of ok if you have the perfect photo for what you want but that isn't always the case eh ;(

  • D3ads
    • July 27, 2007 at 4:00 PM
    • #2,066

    Poor guy will be banging his head against the wall now

    I think a more subtle normalmap will work wonders, no normal map makes it look bland.

  • NightWolf
    • July 27, 2007 at 4:07 PM
    • #2,067
    Quote from D3ads

    Poor guy will be banging his head against the wall now I think a more subtle normalmap will work wonders, no normal map makes it look bland.

    lol thats fine.

    I made the normal more subtle:

    [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2010-53-44-36th.jpg] [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2010-59-03-47th.jpg]

    And here is what the normal currently looks like for both floors:

    [Blocked Image: http://inevmaps.hl2files.com/images/misc/cl…dfloor_bump.jpg]

  • Zeta
    • July 27, 2007 at 4:08 PM
    • #2,068

    nice

  • e-freak
    • July 27, 2007 at 4:35 PM
    • #2,069

    superb - now tweak out a nice scene with this texture

  • Quakis
    • July 27, 2007 at 4:47 PM
    • #2,070
    Quote

    but I really like Method's approach - take a reference shot, get photos and create a texture based on a reference using various photos. You'll end up with some really nice stuff that isn't instantly recognisable as "from so-and-so texture site", and fits your project much better.

    And for that very reason, I've been pointing people towards that tutorial here and there. Picked up a good few tips from it as well and really makes a difference as you said.

    And that wood floor is much better, keeps improving - good stuff.

  • Method
    • July 28, 2007 at 1:33 AM
    • #2,071

    Hey thanks guys. I'm really glad it was useful for some people.

    Lately, the hardest (by that I mean take the most time) textures for me to create were alpha decal beams.

    [Blocked Image: http://www.methodonline.com/temp/beam_ref.jpg]

    [Blocked Image: http://www.methodonline.com/temp/beam_support.jpg]

    Edit: Fixed typo.

    -Method

  • JeanPaul
    • July 28, 2007 at 1:39 AM
    • #2,072

    That looks really awesome

  • aevirex
    • July 28, 2007 at 2:57 PM
    • #2,073

    A floor texture

    [Blocked Image: http://img402.imageshack.us/img402/1240/floorarenderkp6.jpg]

    [Blocked Image: http://img165.imageshack.us/img165/1046/flooradiffuseprevke4.jpg]

  • Nysuatro
    • July 28, 2007 at 5:11 PM
    • #2,074

    not bad at all, maybe some little cracks

  • Sindwiller
    • July 28, 2007 at 5:19 PM
    • #2,075

    Interseting

  • Gorion
    • July 28, 2007 at 8:11 PM
    • #2,076

    nice cartoonish, but not to cartoonish

  • Sindwiller
    • July 30, 2007 at 8:43 PM
    • #2,077

    [Blocked Image: http://xs217.xs.to/xs217/07311/sf_dustywall.jpg]

    The bricks came out very wierd... any tips?

  • Acumen
    • July 30, 2007 at 9:12 PM
    • #2,078

    well there needs to be some kind of drop shadow imo, so one can actually recognise which material is beneath and which is on top. because it's just blended in right now and you can't really tell what's going on

  • e-freak
    • July 30, 2007 at 11:11 PM
    • #2,079

    and they are in general they're to bright and look like straight sunshine ontop or self illuminated

  • Buddy
    • July 31, 2007 at 12:07 AM
    • #2,080

    What is it?

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