totally random texture thread
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the normal map for the metal wall would prob look better if the bars stood out more then the walls did. like try and make the bars pop out insted
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Pretty nice. Not too fond about the normals but otherwise not bad.
Was bored and made a really quick wall.. It looks like shit tho and is way shittily sharpened etc.. but anyway long time since I posted anything here so I thought I had to now.
[Blocked Image: http://philipk.net/other/quickwall_1.jpg]
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That's pretty nice philip! Are you working as level designer or texture artist atm?
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PhilipK = texture god... hands down
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Quote from ReFlexDisplay More
Yar, the texture is crap...
Now a better one! 
I love TFC, and I play always on red... so I remake the logo:

[Blocked Image: http://reflexsuite.com/private/textures/new/tf_red_logo.jpg]
[Blocked Image: http://reflexsuite.com/private/textures/new/tf_red_logo_spec.jpg]
[Blocked Image: http://reflexsuite.com/private/textures/new/tf_red_logo_local.jpg]
ingame:
[Blocked Image: http://reflexsuite.com/private/textures/new/tf_red_logo_ingame.jpg]
I'd reverse the direction of the normal map so the logo bevels inwards instead of outwards. Plus, add some grit to it as well.
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finally, phil. was about time you get to do textures professionally. you suck at leveldesign anyway

just kidding

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Yeah was about time that you got to do texturing at work Blaz!
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Philip inspired me to do a texture

[Blocked Image: http://edgar.punker.ee/stuff/tekstuursmall.jpg]
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i dont like the color of the door. rest looks good to me. where are those references from? they are really pain in the ass! all this blue color because someone was using a artifical light filter

and i wouldnt sharp the texture that much. its pretty close to dönerkingfilter

anyway: good job. keep on it.

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Very nice h2. I like the style.
Perhaps the door wood could be a tad bit brighter.
And I think it can be quite bad to have shadows droping from the right trim only making an illusion that it's lighted from that direction. Depends on where it's gonna be used of course but generally that makes it usable in less situations.
Good job anyways

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awsum stuff h2. I'd say it was sharpened just enough.
Just a quick source texture question, I figured I could post it here rather than creating a new thread. How would I go about creating a texture that has a normal, specular and self illum map as well as a diffuse map in source? The way I'm doing specular maps atm is to use the alpha of the normal map as the specular. Is there any way I can use the alpha of the diffuse map for the self illum map?
[edit] I put the alpha channel on the colour map, and my VMT reads like this
QuoteDisplay More"LightMappedGeneric"{
"$baseTexture" "Misc\trim64_1"
"$bumpmap" "Misc\trim64_1_normal"
"$envmap" "env_cubemap"
"$envmaptint" "[1 1 1]"
"$normalmapalphaenvmapmask" 1
"$surfaceprop" "metal"
"$selfillum" 1
"$selfillumtexture" "Misc\trim64_1"
}
But it still doesn't work ingame
[/edit] -
[Blocked Image: http://img177.imageshack.us/img177/9282/bunkerwallfm5.jpg]
also making other varients such as this one:
[Blocked Image: http://img240.imageshack.us/img240/1976/bunkerwall2uy5.jpg]
hats off to spine for helping me with the lower cracked stuff

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Nice concrete jaboo.
I believe I like the top one most.
I was browsing through some old textures I had laying around and I found some morningstar css textures I had started on so I went ahead and finished a pair with normals, specs and such. Don't know if I'm gonna do more. Was fun to find them at least.
[Blocked Image: http://philipk.net/other/hotelwall.jpg]
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That is sweet Philip, make a bunch

(passing a 100 pages omg)
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Thats hot.
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whoah philk !! noice!
Yeah as spine said, make more !!!

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