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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Spinlock
    • July 11, 2006 at 5:30 AM
    • #1,221

    Meh... I don't like it.

    [Blocked Image: http://img138.imageshack.us/img138/8945/concreteweird01spi3yv.jpg]

  • von*ferret
    • July 11, 2006 at 5:33 AM
    • #1,222

    i love it. Maybe though you dont need the highlight on the bottom since it should have a normal and spec? just a thought. Sick anyways

  • Polaris
    • July 11, 2006 at 5:44 AM
    • #1,223

    Thats pretty good spinlock, but there are a few seams you need to clean up near the middle where that white smudgy stuff is.

  • Spinlock
    • July 11, 2006 at 5:45 AM
    • #1,224

    Yeah, that area would be removed if it ever was going to get into a game, but I put it there just to show the effect as I don't plan on implementing it into a game, or making a specular/normal map for it. But now that I look at it, that highlighting is just a tad bit overdone.

    And Polaris, that area is meant to be there. I wanted that area to appear as if something had been there before but was removed. I probably should make it more defined, but I don't want to.

  • Spinlock
    • July 13, 2006 at 2:08 AM
    • #1,225

    5min 'hand-painted' sign (excluding text).

    [Blocked Image: http://img153.imageshack.us/img153/619/signcafe2cw.jpg]

  • von*ferret
    • July 13, 2006 at 2:36 AM
    • #1,226

    dunno if I like it. But yeah keep going

  • Spinlock
    • July 13, 2006 at 8:32 AM
    • #1,227

    lol

  • Grinwhrl
    • July 13, 2006 at 5:09 PM
    • #1,228

    reminds me of an old sign from the 50's

  • Defrag
    • July 14, 2006 at 12:18 AM
    • #1,229

    Just got my camera, so I tried to make a quick texture out of a source image:

    It turned out ok. I think I high-passed it a bit much and it needs more contrast and some overlay details:

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/textures/patio.jpg]

    Source pic:

    http://homepages.nildram.co.uk/~msimp2k ... 130028.JPG

  • Meotwister
    • July 14, 2006 at 1:00 AM
    • #1,230

    Nice texture man. . . yeah It does look a bit dull as far as contrast goes, and I think I see seams from an offset still. Keep goin anyway. I just got my camera too and I've been going crazy with mine.

    I think you should make the surrounding area of the source pic as like a mini scene as I think it looks nice.

  • BaRRaKID
    • July 14, 2006 at 12:40 PM
    • #1,231

    You sharpened it to much, the rest looks nice

  • Defrag
    • July 14, 2006 at 1:55 PM
    • #1,232

    I always chastise others for over-sharpening.

    /kill

  • Nysuatro
    • July 14, 2006 at 7:03 PM
    • #1,233

    Try to change some spots.

    You can see that you use a piece 4 times in this texture

  • SnipaMasta
    • July 16, 2006 at 5:48 PM
    • #1,234

    You need more variation, otherwise it could just be a 256X256 (considering that's what you made and then tiled it for this ). But considering the source image, it turned out really well - although the line running through the middle is the only thing that ruins it on a 1024X1024 space, the rest tiles brilliantly. Nice work.

  • Defrag
    • July 16, 2006 at 11:05 PM
    • #1,235

    Yeah I need to tidy up the lines and add some details. My idea was to tile the 256x256 bit and then add the detail back in places using other image sources.

    Thanks for the feedback.

  • Nysuatro
    • July 18, 2006 at 11:07 PM
    • #1,236

    Its beautiful.

  • m4d1n
    • July 18, 2006 at 11:59 PM
    • #1,237

    Pericolos0: very nice new style...did you make the diffuse right out of a rendered lightning map? like it

  • KoKo5oVaR
    • July 19, 2006 at 12:41 AM
    • #1,238

    Amazing work peris, seriously wow, and thanks again for the technique ! i'll try to post some next gen textures in the next days

  • KoKo5oVaR
    • July 19, 2006 at 1:42 AM
    • #1,239

    Okay, my first crappy next-gen texture \o/

    I need way more practicing

    [Blocked Image: http://kokosovar.free.fr/brickwall.jpg]

  • Phobos
    • July 19, 2006 at 1:48 AM
    • #1,240

    very sexy peri.

    Do you use maya or max?

    I use maya are work, I have the option to use max, and I'm really trying to get a fast and effective highpoly environment work flow going. In max there are a lot of tools that help, but maya is a little lacking in that area. Wheres my chamfer

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