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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Jenn0_Bing
    • June 15, 2008 at 6:09 PM
    • #2,501

    The two stone textures shared the same base, but the dirt and the grass have different bases. As for the "Nintendo look" i think the normal was too strong ive tried toning it down and it looks a bit better. But i also think im going to rework the stone textures to have slightly less of a gap between blocks. I do also plan on makign my own detail sprites eventually, those were just thrown in to help convey my idea.

  • Chunks
    • June 26, 2008 at 11:31 PM
    • #2,502
    Quote from DvS

    r_drawviewmodel 0Looks nice, though the grass sprites obviously don't match.

    I think the grass goes rather well, my only complaint is that some of them are scaled a little too high.

  • TeddyBear
    • June 27, 2008 at 12:52 AM
    • #2,503

    Like the thread suggests, a totally random post will follow:

    I'm currently building a machine that inputs any physical object and translates its true reflectance properties to specular, diffuse and normal information. One major application is the foundation of a library for scientific and artistic analysis, for sharing documentation regarding the complex interplay of the reflectance components that constitue a real-world material.

    The ambition is to make this technology available for anyone interested, as it may prove to result in valuable artistic insight for many. Speaking for myself, this opportunity has helped me evolve my understanding of material composition significantly.

    So, I am very much open to any serious contribution of raw material and will in return provide you with the texture map results for personal analysis. If I detect a general interest I may start a separate thread.

    A sample of human skin. Original resolution 8192x8192 pixels, spherically mapped.

  • -HP-
    • June 27, 2008 at 1:03 AM
    • #2,504

    [Blocked Image: http://i27.tinypic.com/dpa2p5.jpg]

    Meh... Just a "next-gen" texturing test! So not satisfied with it, but I'll post it here anyways...

    [Blocked Image: http://i30.tinypic.com/2rwxirl.jpg]

    it tiles nicely tho!

  • e-freak
    • June 27, 2008 at 8:00 AM
    • #2,505
    Quote from TeddyBear

    [...]

    awesome!

  • Buddy
    • June 27, 2008 at 11:58 AM
    • #2,506

    Still working on it? Nice. I arleady told you what I think about it so no need to post it here. As for the guy from this texture - wow he needs some skin treatment otherwise he will have scars forever

  • TeddyBear
    • June 27, 2008 at 9:32 PM
    • #2,507

    Bad skin makes interesting textures

    Here's the real diffuse, specular and normal components of a metal box.

  • DvS
    • June 27, 2008 at 9:41 PM
    • #2,508

    Looks very interesting, wouldn't mind seeing a render with all maps applied.

    It's a machine you say? Define machine.

  • TeddyBear
    • June 27, 2008 at 10:07 PM
    • #2,509

    Sure, I will post renders by monday morning. Machine as in synchronized electromechanics, control units, processors, and sensors wired together.

  • Nurb
    • June 28, 2008 at 10:12 AM
    • #2,510

    Wow Teddy Filip told me about this but I haven't seen the real result until now. I fully agree the previous poster in wanting to see the maps applied on a lowpoly mesh. Without knowing the specifics about how this works, what would you say are the largest limitations of this technology?

  • Jenn0_Bing
    • June 28, 2008 at 11:50 AM
    • #2,511

    Yeah, that is simply awesome. I suppose it's limited to a certain range of object sizes, how well does it handle spherical objects?

  • DvS
    • June 28, 2008 at 5:24 PM
    • #2,512

    Just for kicks I loaded the maps you posted into crazybump and checked the preview, and I've got to say, those are some awesome maps. How much work is one object, like that box?

  • TeddyBear
    • June 28, 2008 at 6:18 PM
    • #2,513

    Scanning time for three 4096x4096 px maps and point cloud data is 700 ms. Processing and mapping is automatic. The largest limitation is space, namely the current 1,7x1,7 m scanning area. However, the technology allows for much larger apparatuses without a significant increase in production cost. The dimensions of the current studio maximally allows a 27 m³ scanner.

  • e-freak
    • June 28, 2008 at 7:29 PM
    • #2,514

    [Blocked Image: http://www.abload.de/img/tf2renderucv.jpg]

    anyone having inputs what makes up a good TF2 Texture - or how can I increase the TF2ish look of this texture?

  • Buddy
    • June 28, 2008 at 8:28 PM
    • #2,515

    More hard-edge brush strokes visible and less small details

  • Jenn0_Bing
    • June 28, 2008 at 9:08 PM
    • #2,516

    That looks really good for a start. Some tips i think work well while ive been making my TF2 textures.

    The cutout filter works wonders if used correctly, even valve has used it in some of their textures. Id run the filter across the paint stripes you have, it helps simplify the range of shades. I cant really tell from the shot (dont think you really have any in the texture,) but try to keep as little direct shadowing in the texture as possible (even less than you normally would.) In most cases keep highlights but try to use a pale warm colour. I also found a hard edged brush with a low opacity works best, hand paint as much as possible and dont worry about small mistakes, they help add to the character. Finally i flattened my textures and duplicated the base, i ran the cutout filter across this and then set it's opacity between 20-50, it helps add some blocks of colour, hide any messy painting and tie together sharp changes. Finally, make use of normal maps and detail maps, specular isn't used too much compared to other games.

  • e-freak
    • June 28, 2008 at 9:27 PM
    • #2,517

    Thanks both of you - Jenn0_Bing these are some great tips, thanks.

    So far I've been using the normalmap for highlighting only - had a look at the TF2 textures and saw this as well. I hand painted most of the texture, apart from some background pattern for the metal which was generated painting some random stuff and using the Palette knife. I'll try to go for the edgy brush and for cutout filter and might redo the screws a little bigger.

    I'll look into the detail map - my normal map worked out pretty perfect so far (though I painted it by hand)

    edit:

    needs more visible strokes and the screws need to be redone imho :S

    [Blocked Image: http://www.abload.de/img/tf2renderjx0.jpg]

    will post some flats and some more stuff as soon as there's first ingame stuff from this (intended to be 1000th post but I just screwed it :S)

    Images

    • zzz.webp
      • 62.58 kB
      • 1,714 × 466
  • TeddyBear
    • June 30, 2008 at 1:28 PM
    • #2,518

    Metal box renders by request. These shots are taken in crazybump for simplicity.

    Two other random scan map croppings. Some components have been intensified for visualization. Crazybump renders:

    [Blocked Image: http://img502.imageshack.us/img502/5489/scanexamplesrenderik9.jpg]

  • TeddyBear
    • June 30, 2008 at 2:16 PM
    • #2,519

    Believe me, I'm dying to explain but as this technically is the property of Starbreeze I can't. What I can do instead is lend the technology to anyone interested, for scanning your material belongings or, say, your own head for instance.

  • Jenn0_Bing
    • June 30, 2008 at 2:37 PM
    • #2,520
    Quote from e-freak

    Thanks both of you - Jenn0_Bing these are some great tips, thanks.edit:

    needs more visible strokes and the screws need to be redone imho :S

    http://%7Boption%7D[Blocked Image: http://www.abload.de/img/tf2renderjx0.jpg]

    will post some flats and some more stuff as soon as there's first ingame stuff from this (intended to be 1000th post but I just screwed it :S)

    Looks good, for the rivets add some variation in colour/darkness. And dont worry too much about visible brushstrokes everywhere, the detail maps add a lot of that to the texture.

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