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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • TeddyBear
    • November 11, 2006 at 1:19 PM
    • #1,581

    Thanks everybody

    Added some normal detail and the specular map:

    [Blocked Image: http://img132.imageshack.us/img132/2964/zombie3ur0.jpg]

  • jaboo224
    • November 11, 2006 at 4:11 PM
    • #1,582

    nooba: Thats hawt as hell dude!!!!

    Teddy: You shocked me with that zombie D:

  • Tarky
    • November 12, 2006 at 9:21 PM
    • #1,583

    [Blocked Image: http://tarky.org/textures/tile_01_small.png]

    Originally designed at 1024x1024, just a crappy little tile that i did..

  • TeddyBear
    • November 13, 2006 at 7:41 PM
    • #1,584

    A bit more zombie-like now...

    [Blocked Image: http://img297.imageshack.us/img297/3669/zombie10bmf4.jpg]

    (in the rain)

  • st0lve
    • November 13, 2006 at 8:28 PM
    • #1,585

    needs more hair, facial and on the top. atleast a little sign of hair.

  • Meotwister
    • November 14, 2006 at 3:29 AM
    • #1,586

    I don't agree necessarily. A bald zombie butcher sounds about right

    As facial hair goes I'm cool with what you have right there, no qualms about it from me.

  • dissonance
    • November 14, 2006 at 3:30 AM
    • #1,587

    wow. very nice.

    now, how fast is this guy going to move? are we going to be able to sit back, appreciate the texturing/modeling, and /then/ kill him?

  • TeddyBear
    • November 15, 2006 at 12:08 PM
    • #1,588
    Quote from dissonance

    wow. very nice.now, how fast is this guy going to move? are we going to be able to sit back, appreciate the texturing/modeling, and /then/ kill him?

    He's a fast motherf... you don't really want to do that ^^Thanks all

    st0lve, I agree it could look scarier with a few straws of hair indicating just recent hair loss due to zombiefication, we'll see

  • TeddyBear
    • November 15, 2006 at 12:21 PM
    • #1,589
    Quote from TeddyBear

    Final height product from my first real-world computing experiment (an entirely unique personal invention):[Blocked Image: http://img197.imageshack.us/img197/9858/handheightvu3.jpg]

    It differs a bit from the other one posted earlier in the way that it contains 428 frames of footage instead of 38. The result is proof I can take any real world object and turn it into 3D (with height and normal information) with one digital camera recording and one click in Photoshop. This can save a great sum of money as the studios producing the same results today do it with terribly expensive and complex equipment. A patent application is in the works

    Alright, I've optimised the computation with a more accurate stack opacity calculation; I realised that the previous one wasn't constant in its height increment. This and a few other additional overall improvements.

    [Blocked Image: http://img168.imageshack.us/img168/8476/laboration1aproductlq0.jpg]

    I'm thinking about starting a testing group for method improvements, would anyone be interested in this? Only requirements are a digital camera with a rec. function and fun ideas for objects to scan.

  • SnipaMasta
    • November 15, 2006 at 3:54 PM
    • #1,590

    Well, I have a video camera which is the same thing (probably better since it's higher resolution) - so I'd be interested.

  • st0lve
    • November 15, 2006 at 4:06 PM
    • #1,591

    I'd love to! You'll get to see my normal mapped penis!

  • D3ads
    • November 15, 2006 at 4:22 PM
    • #1,592
    Quote from st0lve

    I'd love to! You'll get to see my normal mapped penis!

    128x128?

    Nice work Teddy!

  • TeddyBear
    • November 15, 2006 at 5:02 PM
    • #1,593
    Quote from st0lve

    I'd love to! You'll get to see my normal mapped penis!

    And so, suddenly all the hard work was all worth it.

  • st0lve
    • November 15, 2006 at 5:20 PM
    • #1,594

    Haha just kidding but I have a digi cam with rec and I'd love to help

    d3, next gen~~~

    old texture, new maps

    [Blocked Image: http://www.st0lve.net/portfolio/pictures/tex06.jpg]

  • aevirex
    • November 15, 2006 at 7:43 PM
    • #1,595

    I'm also very interested in this digicam thing. I own a Canon Powershot a510 (with video(clip) function).

    feel free to write a pm.

  • TeddyBear
    • November 15, 2006 at 9:44 PM
    • #1,596

    Cool guys! Please check this out: http://www.mapcore.net/forums/viewtopic ... 169#128169

  • st0lve
    • November 15, 2006 at 10:19 PM
    • #1,597
    Quote from Pericolos0

    cool diffuse, but the normal map doesn't add anything at all! In that diffuse I see big protruding and angular pieces of rock, but the normal map does not have any of that. Just some pits and cracks.

    Yeah, posty gave me some nice pointers on how to build it up in a better way. I guess I have to try to do it better, I just haven't done much stuff with the silly nvidia plug-in yet I'll improve it.

  • SnipaMasta
    • November 16, 2006 at 12:24 AM
    • #1,598
    Quote from st0lve

    I'd love to! You'll get to see my normal mapped penis!

    Bastard, you stole my idea.

  • Skjalg
    • November 16, 2006 at 3:17 AM
    • #1,599

    Making a normal map for a rock texture like that is almost as much work as making the texture itself, I think for the best result you should probably try to model it

  • st0lve
    • November 16, 2006 at 2:37 PM
    • #1,600
    Quote from Skjalg

    Making a normal map for a rock texture like that is almost as much work as making the texture itself, I think for the best result you should probably try to model it

    Nah, I though about modelling atleast the main things, but I actually think I made some progress last night, so I'll try some more in photoshop. Cause I really, really suck at modelling organic things D:

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