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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • -HP-
    • August 24, 2007 at 9:45 PM
    • #2,141

    True, getting there... Folowed any tut?

    I'd like to get started baking high poly meshs, on low poly meshs, using normals maps too.

  • KungFuSquirrel
    • August 24, 2007 at 11:02 PM
    • #2,142

    [Blocked Image: http://www.button-masher.net/wip/texture/q4_eclipse_003.jpg]

    [Blocked Image: http://www.button-masher.net/wip/texture/q4_eclipse_004.jpg]

    Update! Cleaned up side trims, strengthened depth, and widened gaps between padded-ish pieces in the middle. Version on the right is misaligned even more noticeably now, but you can at least see the highlights.

    No real tutorial other than referencing http://iddevnet.com/quake4/ArtReference ... ngTextures a couple times to refresh my memory and fill me in quick on renderbumpflat (which I had to turn to a couple former co-workers to clarify anyway), otherwise I'm just building how I remember watching guys build textures on Q4.

    Keep in mind this floating technique works the best for flat textures - you can still use floaters on high poly meshes for normal rendering, but it's a little trickier to deal with the tracing and such, at least in D3.

  • -HP-
    • August 24, 2007 at 11:24 PM
    • #2,143

    Looks much better man, why don't you try it in the engine itself? In a level with lighting coming from at least 3 spots!

    btw, thanks for the link, it was exactly what I needed!

  • KungFuSquirrel
    • August 24, 2007 at 11:27 PM
    • #2,144

    That is in the engine. well, editor at least.

  • Psyshokiller
    • August 25, 2007 at 12:01 AM
    • #2,145

    Using renderbumpflat for my stuff too. Only thing that sucks is that you can't render bigger resolutions then your monitor has.

    Did some random textures for RTH a few months back. (D3Edit shots)

    [Blocked Image: http://xs318.xs.to/xs318/07331/bl2as1s22.png]

    Highpolys:

    [Blocked Image: http://xs218.xs.to/xs218/07346/66656666s65144664664sssb6.png]

    @HP: I'll tell you on ICQ how to normalmap the stuff.

  • KungFuSquirrel
    • August 25, 2007 at 12:19 AM
    • #2,146

    Very nice! I've got a ways to go yet, so decided to start with a nice and easy texture (that I actually 'made' originally, haha) and work my way up from there. One of these days, I shall catch you!

  • Quakis
    • August 25, 2007 at 3:30 AM
    • #2,147

    Simple concrete-rock base texture;

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/psd_texture007.jpg]

  • jaboo224
    • August 28, 2007 at 9:36 AM
    • #2,148

    [Blocked Image: http://www.uploadhouse.com/fileuploads/413/4135244ac7dd9d007ccbbc9e54f61a8ab2879e.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/388/388404304c944ecc6df5c73131e50e767906fd.jpg]

  • hessi
    • August 28, 2007 at 11:01 AM
    • #2,149

    jaboo: the first one is nice. the second one seems to use some unsharp reference.

    i checked out how my wall turns out ingame:

    [Blocked Image: http://www.thomashess.net/wall_cellar_entrance_ingame.jpg]

  • Nysuatro
    • August 28, 2007 at 3:15 PM
    • #2,150

    a bit to much blue if you ask me :s

  • Skjalg
    • August 28, 2007 at 3:15 PM
    • #2,151

    With a more defined border, it would look a lot better imho

    Could just slap a brush based one over there, that would work.

  • Jenn0_Bing
    • August 28, 2007 at 8:40 PM
    • #2,152

    Haven't posted here before, but I've been lurking for a couple of weeks .

    @ hessi, my biggest problem with that texture is how thick the band of green between the plaster and the stone is. If you made it a little thinner and made the actual change from stone to plaster a little more defined it would look better I'm my opinion.

    Anyway, thought i should contribute to this thread. So here's something I've done today. 3 textures a top a middle and a bottom.

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/3piece_Concrete_Wall.jpg]

  • Buddy
    • August 28, 2007 at 8:43 PM
    • #2,153

    Jenn0_Bing

    -Metal looks a bit too photoshopish, mostly bottom part,

    -concrete have diferent scale than it should have (details that should be tiny are big)

    edit:

    check out how tiny these... tiny details are on my 2meter high concrete wall I've posted few pages before:

    [Blocked Image: http://img129.imageshack.us/img129/2824/concretewallbuddykv0.jpg]

  • hessi
    • August 28, 2007 at 11:45 PM
    • #2,154

    yet another generic texture :S

    [Blocked Image: http://www.thomashess.net/italian_wall.jpg]

    @jenno: you should make some seperations between those grid like things. if looks like it is made without any drills out of one piece. you should add those drills and add visible borders between construction parts (like each strut is its own part)

  • curman
    • August 29, 2007 at 12:44 AM
    • #2,155

    Uh... is that the texture or the reference photo you used?

  • -HP-
    • August 29, 2007 at 1:02 AM
    • #2,156

    Very nice hessi!

  • Phobos
    • August 29, 2007 at 2:18 AM
    • #2,157

    some poop I've been working on. Normal map generated in modo with displacement detail maps. Still working out the kinks of that process.

    [Blocked Image: http://cubedorange.com/wp-content/uploads/2007/08/metalpanel_2_normal_web.jpg]

    [Blocked Image: http://cubedorange.com/wp-content/uploads/2007/08/metalpanel_2_web.jpg]

  • zaphod
    • August 29, 2007 at 6:58 AM
    • #2,158

    that looks awesome phobos! Any chance we could see it with the bump rendered?

  • Buddy
    • August 29, 2007 at 7:36 AM
    • #2,159
    Quote from hessi

    yet another generic texture :Stexture image here


    @jenno: you should make some seperations between those grid like things. if looks like it is made without any drills out of one piece. you should add those drills and add visible borders between construction parts (like each strut is its own part)

    -strange blends in between photos you used, ie stain/crack under window (really ugly)

    -bottom is damn lowres, unless it won't be noticable on 512 - then change it.

    -if this is for the pack you're doing for dods then this one does have diferent style.

  • Sindwiller
    • August 29, 2007 at 11:16 AM
    • #2,160

    Uhh, Phobos...

    the normalmap doesn't look right

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