1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Creative Chat

totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • KIIIA
    • August 10, 2006 at 1:30 AM
    • #1,321

    I for some reason wanted to do a techstyle texture today.It`s just the diffuse map, in the whole shader there would be a blue-white laser move in the black gaps, and the whole tex would get a nice EnvMap, especially the blue hardware stuff would seem as if it was behind glass:

    [Blocked Image: http://www.kiiia.com/Bilder/tech_1_render.jpg]

    -

    [Blocked Image: http://www.kiiia.com/Bilder/tech_1_small.jpg]

  • nooba
    • August 10, 2006 at 9:00 AM
    • #1,322
    Quote from Sindwiller

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

    Sure, but you'd need to give credit, because its going to be part of my SP campaign, otherwise some people might get suspicious :wink:

  • requiem2d
    • August 10, 2006 at 6:21 PM
    • #1,323
    Quote from nooba

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

    Solid work there Any other pieces you made that go with that kit?

  • Sindwiller
    • August 10, 2006 at 6:29 PM
    • #1,324
    Quote from nooba

    Sure, but you'd need to give credit, because its going to be part of my SP campaign, otherwise some people might get suspicious :wink:

    Cool, thx! (altough that i'll maybe cannot use it atm because i have too much other stuff to do, like, doing stuff for my portal, doing stuff for Ubunux, modding and modeling for X3, school starts next week o_O)

    KIIIA

    Hot damn! Thats a extremely neat texture who you have here. I just cant look at it until ive tried it! Need to get my CA3DE installation back

    Wfr, Sindwiller

  • nooba
    • August 12, 2006 at 7:01 AM
    • #1,325
    Quote from requiem2d

    Solid work there Any other pieces you made that go with that kit?

    Not yet, but there will be

  • Bic-B@ll
    • August 12, 2006 at 7:15 AM
    • #1,326

    best normalmap evr on that taxi

  • Zeta
    • August 12, 2006 at 10:18 PM
    • #1,327
    Quote from TeddyBear

    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

    That is excellent!

  • Meotwister
    • August 13, 2006 at 3:28 AM
    • #1,328
    Quote from Bic-B@ll

    best normalmap evr on that taxi

    qft!

  • Phobos
    • August 16, 2006 at 2:06 AM
    • #1,329
    Quote from Meotwister

    qft!

    I agree, that is some nice usage right there.

  • TeddyBear
    • August 16, 2006 at 11:34 AM
    • #1,330

    Wow guys, thank you very much for your kind replies! The entire cab is finished now, I wish I could show it to you but it will have to wait

  • D3ads
    • August 16, 2006 at 2:40 PM
    • #1,331

    First attempt at a normal/specular mapped texture:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/metalsheet.png]

    No idea how it renders, I just followed some of the tutorials from here...

    If someone wants to render it for me, that'd be great

  • Squirrelly
    • August 16, 2006 at 4:50 PM
    • #1,332

    Provide higher resolution and I'll do it.

  • JacK
    • August 17, 2006 at 7:12 PM
    • #1,333

    [Blocked Image: http://img521.imageshack.us/img521/3293/stonewallzc2.jpg]

  • TeddyBear
    • August 17, 2006 at 7:21 PM
    • #1,334

    I think you've overdone the sharpening a bit. And also, if you are going to directly base textures out of photos - photograph your motive when the sky is cloudy! This way you will not get great shadow contrasts which you really don't want nowadays as normal mapping does a better job simulating it in real time

  • Squirrelly
    • August 17, 2006 at 7:26 PM
    • #1,335

    Teddy pointed it out perfectly. Also, the contrast is a bit too high. I'd recommend toning that down a bit too.

  • PhilipK
    • August 17, 2006 at 7:38 PM
    • #1,336

    Ah yeah, would be nice to see that cab teddybear. Skin looks nice.

  • Nysuatro
    • August 17, 2006 at 11:35 PM
    • #1,337

    Trying to model my normal zith 3ds max

    [Blocked Image: http://img153.imageshack.us/img153/6780/techfloorgg1.png]

  • Squirrelly
    • August 18, 2006 at 5:40 AM
    • #1,338

    Not too sure about it honestly. It looks... different

  • Sindwiller
    • August 18, 2006 at 10:03 AM
    • #1,339

    Greyscale texture, wtf? Or have you posterized it to 15 colors?

    Wfr, Sindwiller

  • Nysuatro
    • August 18, 2006 at 11:11 AM
    • #1,340

    dont have worked on the difuse, only on the normal

    was a tryout

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. [CS:GO][WiP] cs_opera

    leplubodeslapin
    October 6, 2026 at 9:01 AM
  2. POLYSTRIKE - Finally Announced After Years of Development!

    Minos
    October 6, 2026 at 4:18 AM
  3. (HLDM) dm_warehouse

    Minos
    October 6, 2026 at 4:14 AM
  4. Any of the old guard still around? D:

    Minos
    October 6, 2026 at 4:13 AM
  5. Building a Huge Library of Free Images for Everyone

    Thrik
    September 7, 2026 at 10:09 PM
  6. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  7. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  8. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  9. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™