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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • General Vivi
    • July 6, 2006 at 5:31 PM
    • #1,201

    yeah you can definitly tell that he mirrored the side part over to the right.

    btw philip yeah my texture is normal mapped but it might be a lil undetailed.

    this is the origional normal map with just the normal map filter

    [Blocked Image: http://img323.imageshack.us/img323/2599/parkitchenwallnormalreg8qe.jpg]

    and this is it after i fooled with it for a sec to take away most of the gritty details

    [Blocked Image: http://img323.imageshack.us/img323/8157/parkitchenwallnormal5td.jpg]

    is there a better way then the normal map filter?

  • KoKo5oVaR
    • July 6, 2006 at 5:37 PM
    • #1,202

    I wish the nvidia normalmap filter and dds exporter worked on my old photoshop 7

  • Wile E. Coyote
    • July 6, 2006 at 5:59 PM
    • #1,203

    Ooghijmiqtxxa

    The tarmac looks good, but it is a bit too clean and unnatural. Even a new road will have noticeable wear and tear, tire marks, dirt tracks, and oil in the center from leaks and whatnot. The curbs also look unrealistic. From my perspective, it looks like the road is a lot deeper than the curb, which really isn’t the case in real life. Add a few grates here and there to spice it up, add a more realistic depth to it, and give the impression the curbs aren't as big as they appear. Also, as others have stated, the mirroring highly distinctive. If you were planning to mirror it in the first place, you could have made a 256x512 (or 512x1024) texture to save resources, and have the level designer be the one to mirror it. The tarmac looks excellent however; just fix up the flaws that can easily be touched up, and you’ll have one mighty fine texture.


    As for the second texture (honestly can't tell what material it is meant to be), it is highly noticeable that you used the clone tool a bit too much. The repetition is awful, so try not to use the clone tool as much. For variation, get a few similar photo references, desaturate, set to luminosity and lower the opacity. It's a lot better than cloning the same area over and over, and gives a more uniform look. As for the window, it doesn't flow with the rest of the piece, but it does look nice. Perhaps in another texture it would look better?

    The final texture I personally love, but the trim repetition is a bit too apparent. It seems you made a 512x32 trim and just slapped it on there side-by-side. If you are going to do that, add slight cracks and indents to break up any noticeable tiling. As with the previous texture, the windows simply don't flow, though opposite to the previous, I don't think they look too good. Overall, the texture is a very good looking, but it is a bit blurry and a sharpen filter > fade to 50% wouldn't hurt. Good work though! I love your style!

  • st0lve
    • July 6, 2006 at 6:21 PM
    • #1,204
    Quote from KoKo5oVaR

    I wish the nvidia normalmap filter and dds exporter worked on my old photoshop 7

    it works with photoshop 6.

  • Zeta
    • July 6, 2006 at 6:41 PM
    • #1,205

    Looking good vi

    Anyone got any normal map tutorials?

  • Wile E. Coyote
    • July 6, 2006 at 6:51 PM
    • #1,206

    http://www.mapcore.net/forums/viewtopic.php?t=2339

  • D3ads
    • July 6, 2006 at 7:30 PM
    • #1,207
    Quote from KoKo5oVaR

    I wish the nvidia normalmap filter and dds exporter worked on my old photoshop 7

    Works for me...

    Awesome textures folks

  • PhilipK
    • July 6, 2006 at 7:42 PM
    • #1,208
    Quote from generalvivi

    is there a better way then the normal map filter?

    Try ATI's normalmapgenerator.

    Generates a heightmap .tga to a normal map.

    I think it generally works better than the nVidia filter. But I rarely use any of them anymore tho.

    http://www.3dedit.net/utils/textures/No ... erator.zip

  • von*ferret
    • July 6, 2006 at 7:44 PM
    • #1,209

    do you model most of the work philip?

  • csharp
    • July 6, 2006 at 8:39 PM
    • #1,210
    Quote from st0lve

    it works with photoshop 6.

    I use ps6 and it works just fine.. Maybe you havent installed it properly?

  • PhilipK
    • July 6, 2006 at 9:27 PM
    • #1,211
    Quote from von*ferret

    do you model most of the work philip?

    Yeah. Especially when it comes to things like the q4 set it's only modelling.

    Otherwise it's usually a mix between both a 3ds, zbrush and sometimes the ATI tool or displacing stuff in max. A lot of copy paste and overlay etc

  • von*ferret
    • July 7, 2006 at 12:01 AM
    • #1,212

    very very cool. Nice stuff man

  • Bic-B@ll
    • July 7, 2006 at 12:03 AM
    • #1,213

    ah, the future, where it takes 5 programs and 4 days to make a texture.

  • PhilipK
    • July 7, 2006 at 12:18 AM
    • #1,214

    It already does

    nah but yeah it's a bit more complex nowdays

  • Wile E. Coyote
    • July 7, 2006 at 12:28 AM
    • #1,215

    I like to stick with the good ole' diffuse and bump. But seriously, for normal maps, I usually draw the basic geometry in Photoshop (panels, bricks, doors, etc), set the original texture to multiply on top of the basic geometry I created, and erase parts that have no need for a normal (such as stains and dirt), and proceed from there. It isn't flawless, but it beats having to model the geometry, and it usually works quite well and is time efficient.

  • Bic-B@ll
    • July 7, 2006 at 12:29 AM
    • #1,216
    Quote

    It already does nah but yeah it's a bit more complex nowdays Smile

    i'll just let you make them and then steal them

  • KoKo5oVaR
    • July 7, 2006 at 12:45 AM
    • #1,217

    My photoshop version isn't really "official" i would say. So it's maybe because of that that the nvidia plugins don't work.

    Also, philip mentionned the ATI normalmapgenerator, that's my only way to make normalmaps, but the thing is really basic, it just convert a TGA into a regular normalmap, without the possibility to let you change any of the adjustments. And well, plus it's pretty more practical to have the normalmap directly in photoshop without having to open the explorer and browse for another TGA

  • Wile E. Coyote
    • July 7, 2006 at 1:02 AM
    • #1,218

    KoKo5oVaR

    Seeing as you are in France, and assuming you are using the French localization of Adobe Photoshop, I would bet it has to do with such. Perhaps the DDS Utilities don't have a French localization, and therefore do not work properly? As for being "official", I'm assuming you mean it isn't legal. Even if it isn't legal, this shouldn't be the case. I would suggest trying to reinstall, and using the English localization if you are semi-fluent with the language. Just a thought, so it may/may not work.

  • KoKo5oVaR
    • July 7, 2006 at 1:17 AM
    • #1,219

    Yeah that's certainly that Wile, but i can't change the localization of my photoshop, so i'll see if i could get another version of photoshop.

  • Meotwister
    • July 7, 2006 at 9:16 PM
    • #1,220

    lol koko you mean "acquire" another version of photoshop.

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