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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Minos
    • May 16, 2010 at 9:28 PM
    • #2,661

    Working on a few sci-fi tiling textures for a UDK scene. I'll be creating various modular wall/ceiling/floor pieces from these textures. Kind of an old school approach I know but saves a lot of time!

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_texture_wall07.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_texture_wall06.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_texture_floor02.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_texture_Trim02.jpg]

    The last screenshot is a bunch of trim textures placed together in the same material in case you are wondering.

    Crits are always welcome!

  • -HP-
    • May 16, 2010 at 9:49 PM
    • #2,662

    Very nice and clean, what are you using to render the panels? UDK?

  • Minos
    • May 16, 2010 at 10:04 PM
    • #2,663
    Quote

    ":kdyyqc10]Very nice and clean, what are you using to render the panels? UDK?

    Nop, 3ds max + Xoliul shader =)

    I'm having quite a hard time getting these materials to look good on UDK with lightmass. I'm getting a lot of lightmap artifacts if I set my indirect normal influence factor high, and no artifacts but flat normal maps if I set it low. According to UDN:

    Quote

    IndirectNormalInfluenceBoost - Lerp factor that controls the influence of normal maps with directional lightmaps on indirect lighting. A value of 0 gives a physically correct distribution of light, which may result in little normal influence in areas only lit by indirect lighting, but less lightmap compression artifacts. A value of .8 results in 80% of the lighting being redistributed in the dominant incident lighting direction, which effectively increases the per-pixel normal's influence, but causes more severe lightmap compression artifacts.

    These artifacts wouldn't be too much of a problem if my textures didn't have so much specularity or weren't so clean, which is exactly the opposite of how UT3 maps look.

    Some dudes having the same problem:

    http://forums.epicgames.com/showthread.php?t=710591

    I lowered the "DiffuseBoost" factor and it helped a bit, but I'm still not satisfied with how it looks. Anyone knows a workaround for this?

  • arhurt
    • May 16, 2010 at 10:50 PM
    • #2,664

    Awesome work Min0!

  • faithhevans
    • May 18, 2010 at 10:12 AM
    • #2,665

    I'm busy attempting to make a set of textures for one building in my map, so far I've done two Stone wall Textures with and without a Trim, a concrete wall with a Trim too. The kit is free of cost, but we'd appreciate it if you would spread the word to your colleagues, by posting a link to this thread and using the 'Supported by AGK' graphic on your AAR front-page.

  • 2d-chris
    • May 19, 2010 at 4:23 PM
    • #2,666

    oh yes totally digging that style man, brushed aluminium finish is so hot and very rarely seen in games I think

  • st0lve
    • May 19, 2010 at 6:37 PM
    • #2,667

    [Blocked Image: http://img143.imageshack.us/img143/3203/dirtyplaster02render.jpg]

    I am doing this wrong. And oh god I am rusty.

    Minos, awesome style!

  • Buddy
    • May 19, 2010 at 7:30 PM
    • #2,668
    Quote from st0lve

    [Blocked Image: http://img143.imageshack.us/img143/3203/dirtyplaster02render.jpg]I am doing this wrong. And oh god I am rusty.

    Minos, awesome style!

    If this is indeed plaster wall then:

    -Dont crazybump, make a defined and simple photoshop normalmap and maybe overlay the crazybump one with 10-20% opacity.

    -Make the painted strip more reflective, as if it was painted with oil paint or whatever.

    -Make the dark parts less reflective

  • DaanO
    • May 23, 2010 at 11:09 PM
    • #2,669

    jenno: the patterns of the wood continue in the panel, which makes it obvious you just put edges on a textures. it doesn't look like a separate piece of wood. besides that, i like

  • Jenn0_Bing
    • May 24, 2010 at 9:09 AM
    • #2,670
    Quote from DaanO

    jenno: the patterns of the wood continue in the panel, which makes it obvious you just put edges on a textures. it doesn't look like a separate piece of wood. besides that, i like

    I envisioned what you saw as a panel, as just a rectangle of trim attached to the wood, but i can see what you mean now, might be better separated out more.

  • Rick_D
    • June 9, 2010 at 4:34 PM
    • #2,671
    Quote from Minotauro

    Crits are always welcome!

    "My First Normal Map"

    [/dick mode]

  • Minos
    • July 27, 2010 at 5:58 PM
    • #2,672

    Wrote this for someone on polycount. Should be obvious to some of you but most people usually use the nvidia plugin the wrong way!

    [Blocked Image: http://thiagoklafke.com/blog/wp-content/uploads/2010/07/normalmaptutorial1.jpg]

    [Blocked Image: http://thiagoklafke.com/blog/wp-content/uploads/2010/07/normalmaptutorial_comparison.jpg]

  • Bunglo
    • August 6, 2010 at 7:12 AM
    • #2,673

    Quick concrete texture using some of the awesome tips in PhilipK's tutorials:

    [Blocked Image: http://img42.imageshack.us/img42/8124/concretez.jpg]

  • aaron_da_killa
    • August 8, 2010 at 2:51 AM
    • #2,674

    Nice one Bunglo except I'm finding the texture a bit blurry/low res and the drill holes could be better I think maybe not so dark.

    And nice guide Minotauro saved for reference

  • Bunglo
    • August 8, 2010 at 5:22 AM
    • #2,675

    Think it may be the spec that's causing it to look blurry, I saved it out as a 256 from a 512 using the Crytif exporter. I also noticed the holes after I uploaded the screen, they defiantly look a tad on the dark side.

    Here's the diffuse dirtied up a good deal (maybe too much?) and the AO removed:

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/concrete_dirty.jpg]

    Might make it tileable eventually. Although I'd really need to tone down the amount of grunge on it if I do.

  • Bunglo
    • August 9, 2010 at 8:51 AM
    • #2,676

    Finished the stone wall tutorial PhilipK put up, fairly happy with it so far, although there is a seam in one area I need to fix. Possibly a bit too specularly/glossy right now as well.

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/stone_wall3.jpg]

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/stone_wall1.jpg]

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/stone_wall2.jpg]

  • deceiver
    • August 9, 2010 at 3:22 PM
    • #2,677

    Yeah, a bit too glossy =P. Other than that, looks real nice, there's that one more darker brown brick standing out though, shows the repetition, you can spot it?

  • Bunglo
    • August 9, 2010 at 11:00 PM
    • #2,678

    Thanks deceiver, I know the brick you're talking about. A bit too contrasted compared to the rest, will need to lighten it up a bit.

  • keres
    • August 9, 2010 at 11:17 PM
    • #2,679

    My first 100% handpainted texture, rendered from a 3d model

    http://keres.satgnu.net/images/wip01.jpg

    http://keres.satgnu.net/images/wip02.jpg

    I know it sucks, and it could really use more love, but crits are certainly welcome nonetheless. I stopped where I did because I didn't want to go all-out just yet. The colors were chosen on-the-fly.

    Thanks PhilipK for the "Quick 3ds Max Normal Mapping Tutorial"!!!

  • keres
    • August 10, 2010 at 8:05 PM
    • #2,680

    I think my biggest downfall right now is getting paint to look right.

    http://keres.satgnu.net/images/wip03.jpg

    http://keres.satgnu.net/images/wip04.jpg

    Baking textures is so much fun

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