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totally random texture thread
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damn, looks very nice! What size is this texture?

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Thanks! 1024^2 for the body, same for the head.
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that's one hot cab man!
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Nice door stolve

You could cream up the contrast in the spec. Of course depends on how dirty you want it to feel. But if you want it to feel more worn you could add a mask to the spec with a lot of flaked rusted stuff. Kinda like this: http://www.photoarrow.com/duo/hw4162x640x480.jpg
And once you get a nice mask you can use it for both the diffuse and spec

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Write me a tutorial will you?

But the ref I used for the metal\rust wasn't flaked at all, it was pure rust grain really.
edit update it a small bit.
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I scanned my hand into 3D information with a new photographic technique I am developing. Sorry for the low res, my recording camera only handles grainy 320x240

[Blocked Image: http://senita.se/teddybergsman/pic/projects_parentheight.png][Blocked Image: http://senita.se/teddybergsman/pic/news_handrender.png]
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Another one of 'em zombie WIPs
[Blocked Image: http://senita.se/teddybergsman/pic/projects_monkzombie.jpg]
[Blocked Image: http://senita.se/teddybergsman/pic/in-game_monk2.jpg]
His clothes are merely started on, their condition will be lots worse, believe me

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Not at all
It's a self-developed technique for real-world scanning objects as three dimensional integrals from which I produce displacement maps. The height map is the result of a 38 frame (2.5 second) recorded sequence. -
Genius stuff Teddy! I really like your style. Looks very realistic, even when the scenario is fictitious. Looking forward for more (cool) work!

Wfr, Sindwiller
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That zombie is so playing air guitar. Great stuff!
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Y'see, white zombies walk like this: A doodle dah, de doodle do...
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Wow Teddy, that taxi is amazing!

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New imperial style texture...

diffuse:
[Blocked Image: http://reflexsuite.com/private/textures/new/lighttrim_01.jpg]
local:
[Blocked Image: http://reflexsuite.com/private/textures/new/lighttrim_01_local.jpg]
specular:
[Blocked Image: http://reflexsuite.com/private/textures/new/lighttrim_01_spec.jpg]
glow:
[Blocked Image: http://reflexsuite.com/private/textures/new/lighttrim_01_glow.jpg]
ingame:
[Blocked Image: http://reflexsuite.com/private/textures/new/lighttrim_01_ingame.jpg]
shader:
Code
Display Moretextures/reflex_jedi/lighttrim_01 { noShadows qer_EditorImage textures/reflex_jedi/lighttrim_01.tga bumpMap textures/reflex_jedi/lighttrim_01_local.tga diffuseMap textures/reflex_jedi/lighttrim_01.tga specularMap textures/reflex_jedi/lighttrim_01_spec.tga { blend add map textures/reflex_jedi/lighttrim_01_glow.tga red parm0 green parm1 blue parm2 } } -
I'm not really experienced in next-gen stuff, but some dirt on the light might make it look a bit more realistic. At the moment the light looks very plain.
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Dirt on a imperial ship?
There are lights behind a "white" glass.
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Implicate more realistic lighting by adding more white colour to the self-illuminating map by also subtly illuminating (in gradients) the parts of the metal which surround the lights.
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