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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • von*ferret
    • September 14, 2006 at 7:20 PM
    • #1,421

    mmm q4

  • ReFlex
    • September 14, 2006 at 7:26 PM
    • #1,422
    Quote from von*ferret

    mmm q4

    Bad... good?

  • General Vivi
    • September 14, 2006 at 7:51 PM
    • #1,423

    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

  • PhilipK
    • September 16, 2006 at 10:15 PM
    • #1,424

    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]

  • h2
    • September 17, 2006 at 2:01 AM
    • #1,425

    That's pretty nice philip! Are you working as level designer or texture artist atm?

  • Vinny Testaverde
    • September 17, 2006 at 2:23 AM
    • #1,426

    PhilipK = texture god... hands down

  • Fletch
    • September 17, 2006 at 4:01 AM
    • #1,427
    Quote from ReFlex

    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]

    Display More

    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.

  • PhilipK
    • September 17, 2006 at 10:42 AM
    • #1,428
    Quote from h2

    That's pretty nice philip! Are you working as level designer or texture artist atm?

    I'm working as a texture artist.

    Tho I was working as a level designer before.

    and thx btw. and thx jonm

  • Sa74n
    • September 17, 2006 at 3:28 PM
    • #1,429

    finally, phil. was about time you get to do textures professionally. you suck at leveldesign anyway

    just kidding

  • Zacker
    • September 17, 2006 at 4:30 PM
    • #1,430

    Yeah was about time that you got to do texturing at work Blaz!

  • h2
    • September 17, 2006 at 9:58 PM
    • #1,431

    Philip inspired me to do a texture

    [Blocked Image: http://edgar.punker.ee/stuff/tekstuursmall.jpg]

    ref photos

  • hessi
    • September 17, 2006 at 10:26 PM
    • #1,432

    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.

  • PhilipK
    • September 17, 2006 at 11:05 PM
    • #1,433

    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

  • spacer
    • September 18, 2006 at 12:58 AM
    • #1,434

    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

    Quote

    "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"

    }

    Display More

    But it still doesn't work ingame [/edit]

  • jaboo224
    • September 18, 2006 at 6:47 AM
    • #1,435

    [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

  • PhilipK
    • September 18, 2006 at 10:24 PM
    • #1,436

    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]

  • spine
    • September 18, 2006 at 10:41 PM
    • #1,437

    That is sweet Philip, make a bunch

    (passing a 100 pages omg)

  • st0lve
    • September 18, 2006 at 10:57 PM
    • #1,438

    Thats hot.

  • PhilipK
    • September 19, 2006 at 11:30 AM
    • #1,439

    thanks

  • jaboo224
    • September 19, 2006 at 2:15 PM
    • #1,440

    whoah philk !! noice!

    Yeah as spine said, make more !!!

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