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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Meotwister
    • October 21, 2006 at 12:58 AM
    • #1,521

    Hemmoroids a problem for you? Not anymore! Ben's Crack Cream

  • Sindwiller
    • October 22, 2006 at 12:57 PM
    • #1,522

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

  • TeddyBear
    • October 22, 2006 at 1:16 PM
    • #1,523

    Thanks! 1024^2 for the body, same for the head.

  • Minos
    • October 22, 2006 at 4:02 PM
    • #1,524

    that's one hot cab man!

  • st0lve
    • October 24, 2006 at 8:22 PM
    • #1,525

    [Blocked Image: http://www.st0lve.net/portfolio/pictures/tex04.jpg]

  • PhilipK
    • October 24, 2006 at 8:48 PM
    • #1,526

    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

  • st0lve
    • October 24, 2006 at 10:18 PM
    • #1,527

    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.

  • TeddyBear
    • October 25, 2006 at 10:25 AM
    • #1,528

    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]

  • TeddyBear
    • October 25, 2006 at 4:52 PM
    • #1,529

    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

  • TeddyBear
    • October 25, 2006 at 4:59 PM
    • #1,530

    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.

  • Sindwiller
    • October 25, 2006 at 6:02 PM
    • #1,531

    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

  • Defrag
    • October 26, 2006 at 12:23 AM
    • #1,532

    That zombie is so playing air guitar. Great stuff!

  • TeddyBear
    • October 26, 2006 at 12:27 AM
    • #1,533
    Quote from Defrag

    That zombie is so playing air guitar. Great stuff!

    Haha

    Thanks guys.

  • dissonance
    • October 26, 2006 at 2:30 AM
    • #1,534
    Quote from Defrag

    That zombie is so playing air guitar. Great stuff!

    i thought it was more like "walk this way. no no no, walk this way."

  • Defrag
    • October 26, 2006 at 1:13 PM
    • #1,535

    Y'see, white zombies walk like this: A doodle dah, de doodle do...

  • spine
    • October 30, 2006 at 12:13 PM
    • #1,536

    Wow Teddy, that taxi is amazing!

    http://senita.se/teddybergsman/pic/in-game_taxi.jpg

  • ReFlex
    • October 30, 2006 at 4:11 PM
    • #1,537

    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
    textures/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
    
    
    	}
    
    
    }
    Display More
  • SnipaMasta
    • October 30, 2006 at 5:08 PM
    • #1,538

    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.

  • ReFlex
    • October 30, 2006 at 7:09 PM
    • #1,539

    Dirt on a imperial ship?

    There are lights behind a "white" glass.

  • TeddyBear
    • October 30, 2006 at 8:32 PM
    • #1,540

    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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