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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Spinlock
    • August 2, 2006 at 1:08 AM
    • #1,301

    I attempted something a bit different... cooled lava. It turned out better than I thought it would. Just an experiment though; I was trying out some new methods. Renders with normal applied:

    [Blocked Image: http://img173.imageshack.us/img173/626/lava01aprev1vr6.jpg]

    [Blocked Image: http://img100.imageshack.us/img100/6541/lava01aprev2mb0.jpg]

  • Spinlock
    • August 4, 2006 at 12:09 PM
    • #1,302

    I killed the thread.

  • Spinlock
    • August 4, 2006 at 12:32 PM
    • #1,303

    Here you go.

    [Blocked Image: http://img135.imageshack.us/img135/6308/clava01spivb5.jpg]

    [Blocked Image: http://img224.imageshack.us/img224/9010/clava01spinormalvj9.jpg]

  • Nysuatro
    • August 4, 2006 at 12:37 PM
    • #1,304

    I can see the cloning on your diffuse.

    But when i see it with the normal it does not look bad

  • hessi
    • August 4, 2006 at 12:49 PM
    • #1,305
    Quote from KoKo5oVaR

    This panorama needs more fort boyard , nice stuff hessi hope you will release all your photo ref from your holidays !

    found this:

    http://www.thomashess.net/koko.jpg

    uhm well the lava looks indeed copy stamped. did you use photomaterial or was it zbrush or sculpting you used to create the colormap?

  • Spinlock
    • August 4, 2006 at 12:53 PM
    • #1,306

    Yeah, as I said I tried some new "techniques" (not that Clone is new, I just used it in a different way). And hessi, pure photoshop except for a few rock references... in fact, I didn't even use a cooled lava reference.

  • von*ferret
    • August 4, 2006 at 7:23 PM
    • #1,307

    looks beyond cool spinlock. Now I challenge you to make that expand, collapse, expand, and blow up with lava everywehre. Then make it triggered when players get near. And have some cool particle effects GG

  • nooba
    • August 7, 2006 at 9:25 AM
    • #1,308

    [Blocked Image: http://img144.imageshack.us/img144/7731/concretewall04jd3.jpg]

    There are a few tiling issues that I have to sort out, but it is mainly done.

  • Spinlock
    • August 7, 2006 at 9:31 AM
    • #1,309

    Lacks contrast and there are overly sharp areas, but other than that looks good.

  • Sindwiller
    • August 7, 2006 at 10:04 AM
    • #1,310

    Looks damn good to me! It is free 4 use, isnt it?

    Wfr, Sindwiller

  • Nysuatro
    • August 7, 2006 at 11:43 AM
    • #1,311

    [Blocked Image: http://img85.imageshack.us/img85/2742/wallblackborderlt3.jpg]

  • Sindwiller
    • August 7, 2006 at 12:41 PM
    • #1,312

    Too bright, lacks contrast, wth shading.

    Wfr, Sindwiller

  • Spinlock
    • August 7, 2006 at 11:14 PM
    • #1,313

    The contrast is perfect, Sindwiller. It could use some more damage and color, but I like it.

  • Nysuatro
    • August 8, 2006 at 12:14 AM
    • #1,314

    Thanks i will work on it

  • TeddyBear
    • August 8, 2006 at 3:03 AM
    • #1,315

    Does traditional 2D art count?

    Edit: Thanks Spinlock!

  • Spinlock
    • August 8, 2006 at 3:06 AM
    • #1,316

    http://www.mapcore.net/forums/viewtopic.php?t=2267

  • TeddyBear
    • August 10, 2006 at 12:46 AM
    • #1,317

    Here is what I am working on at the moment:

    [Blocked Image: http://img154.imageshack.us/img154/8778/dentsingamewnormaliu4.jpg]

    I think it's starting to turn out alright

  • General Vivi
    • August 10, 2006 at 12:48 AM
    • #1,318

    WHOA nice work ! thats crazy cool looking gj! can we get a bigger picture of the car or somting?

  • TeddyBear
    • August 10, 2006 at 12:53 AM
    • #1,319

    Thanks! Hm, not at this moment, it's kind of secret as of yet. I'll check with someone to see if it's alright to at least post model viewer shots, so I will get back to you on that!

  • dissonance
    • August 10, 2006 at 1:01 AM
    • #1,320

    wow, yeah, that does look really good.

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