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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • m4d1n
    • July 19, 2006 at 2:05 AM
    • #1,241

    pls share the technique with the community...d´oh i mean with me

    first try at moddeling normalmaps:

    [Blocked Image: http://home.arcor.de/ar03650741/images/steel_trim.jpg]

  • csharp
    • July 19, 2006 at 2:15 AM
    • #1,242

    thats a bit blurry can you upload a render?

  • KoKo5oVaR
    • July 19, 2006 at 4:52 AM
    • #1,243

    another one , inspired from the old hl1 texture [Blocked Image: http://schmung.nupo.org/images/gratething.jpg]

    render

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

    diffusemap

    specmap

    normalmap

  • KoKo5oVaR
    • July 19, 2006 at 8:56 AM
    • #1,244

    Thanks peris , yeah i'm using lightmaps for each diffuse maps of my textures, that's a pretty fast way to have some kickass shadows.

    The technique which consist of using 3ds lighting to make normal maps is way more efficient than the NVIDIA filter imo, at least for the geometry of the texture, for the little reliefs i used the NVIDIA filter and merged the two normal layers in photoshop.

    like this

    another one before going to bed

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

    that's another hl texture, one from the lab

  • Sindwiller
    • July 19, 2006 at 9:31 AM
    • #1,245

    @ Koko5oVar

    Your really making good work with those "next-gen" Textures How about giving the source-image?

    @ m4d1n

    Very nice work. And im glad to see you here too

    Wfr, Sindwiller

  • Nysuatro
    • July 19, 2006 at 10:08 AM
    • #1,246

    A tutorial would be brilliant

  • st0lve
    • July 19, 2006 at 11:36 AM
    • #1,247

    I cant manage to veiw my normal maps in 3ds max

  • Quakis
    • July 19, 2006 at 12:58 PM
    • #1,248

    Awesome stuff kokos! Especially like both HL texture remakes. Good work

  • KoKo5oVaR
    • July 19, 2006 at 6:21 PM
    • #1,249

    I'm impressed it doesn't looks all that bad in source

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

    at least from far ...

  • Defrag
    • July 22, 2006 at 9:45 AM
    • #1,250

    I thought that was doom for a moment! Cool stuff.

  • Defrag
    • July 22, 2006 at 9:51 AM
    • #1,251

    Just another experiment. Been messing around with detail layers (highpass another texture, make it tile then use it as a pattern stamp in overlay mode). Still not happy with the contrast / sharpness, but fun messing around anyway. I'll probably size this down to 512^2 as there's not really enough detail to warrant 1024^2.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/textures/wall_concrete01.jpg]

  • PhilipK
    • July 22, 2006 at 10:58 AM
    • #1,252

    Ah nice to see all these lab stuff

    good work ppl

  • Zeta
    • July 22, 2006 at 4:27 PM
    • #1,253

    That's awesome koko

  • D3ads
    • July 22, 2006 at 10:59 PM
    • #1,254

    Holy shit, great stuff guys

  • PhilipK
    • July 23, 2006 at 5:48 PM
    • #1,255

    some more crap

    [Blocked Image: http://philipk.net/other/new_shit3.jpg]

  • SnipaMasta
    • July 23, 2006 at 6:09 PM
    • #1,256

    I think the dirt around the floor panels to the right is a bit too uniform and noticable over all the panels. Probably won't notice in a small space but it doesn't seem very tileable.

  • PhilipK
    • July 23, 2006 at 6:21 PM
    • #1,257

    Ah yeah well thats a bit of the problem as I'm keeping the size down as much as possible. But I believe the spec removes quite some of that problem tbh.

    And rather have that then remove the dirt.

    A pic of them heavily tiled.

    http://philipk.net/other/tile.jpg

  • D3ads
    • July 23, 2006 at 6:58 PM
    • #1,258

    Phillip if I was gay I'd so do you

    I mean.. uhh.. fantastic work sir

  • Bic-B@ll
    • July 23, 2006 at 8:54 PM
    • #1,259

    pfft, straight people will do him

  • jaboo224
    • July 23, 2006 at 10:10 PM
    • #1,260

    i would ;D

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