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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Rick_D
    • December 31, 2006 at 9:45 AM
    • #1,721

  • teeluu
    • December 31, 2006 at 12:37 PM
    • #1,722
    Quote from aevirex

    [Blocked Image: http://img146.imageshack.us/img146/3401/hexafloortc0.jpg]

    WHAT IS THIS? A CLEAN TEXTURE?!

    Personally, i love it

  • aevirex
    • December 31, 2006 at 3:22 PM
    • #1,723

    Thanks a lot!

    I've been messing around with self illumination, however i get strange results like lit edges (mostly because of ShaderFX and their parallax implementation, since it doesn't really occlude). Someone knows a good renderer for parallax mapping (like Unrealed4)? ... anyways:

    [Blocked Image: http://img389.imageshack.us/img389/6929/hexawlight2vy0.jpg]

  • Grinwhrl
    • December 31, 2006 at 11:17 PM
    • #1,724

    much better stolve

  • nooba
    • January 1, 2007 at 11:10 AM
    • #1,725

    [Blocked Image: http://img212.imageshack.us/img212/3706/wall01ca7.jpg]

    stones tile somewhat badly, will fix it

  • hessi
    • January 1, 2007 at 11:16 AM
    • #1,726

    VERY nice texture. how many photos were used for the stone blending into the concrete?

    edit:

    [Blocked Image: http://img484.imageshack.us/img484/4915/resultdk7.jpg]

    i made this texture (not tileable) for a tutorial to show technics of how to make a photorealistic texture with a custom base material and various elements of other photos (for this one i used 7 photos). will write the text soon and post the tutorial on mapcore

  • Rick_D
    • January 1, 2007 at 8:30 PM
    • #1,727

    hot shit - I love the grey wall's detail

  • General Vivi
    • January 1, 2007 at 8:54 PM
    • #1,728

    wow liking them both! especially the rock trim on yours nooba ! looking sexy!

  • D3ads
    • January 1, 2007 at 9:35 PM
    • #1,729

    Shit hot stuff guys!

  • dissonance
    • January 2, 2007 at 3:24 AM
    • #1,730

    hessi, i don't understand what's happening behind the glass. is it... rusted?

  • nooba
    • January 2, 2007 at 4:52 AM
    • #1,731

    Thanks guys

    hessi: I just set the stone layer to darken and it removed the light stuff around them and left the dark areas.. Nice texture btw

    dissonance: I'd say its reflection :wink:

  • Grinwhrl
    • January 2, 2007 at 4:53 AM
    • #1,732

    Its trees, but I gues your supposed to use the same image for each piece of glass?

  • dissonance
    • January 2, 2007 at 7:06 AM
    • #1,733

    ohhhhh, i kinda see it now.

  • Squirrelly
    • January 2, 2007 at 9:18 AM
    • #1,734

    The wall is pretty much torn up but the Window's trim has no sign of wear and tear?

  • Sa74n
    • January 2, 2007 at 2:10 PM
    • #1,735

    hessi, you shouldve removed the tree reflection on the windows. just make it dark behind the windows and add some dust to them. cubemaps should take care of the reflection on the windows instead you should know that!

  • hessi
    • January 2, 2007 at 4:04 PM
    • #1,736
    Quote from Sa74n

    hessi, you shouldve removed the tree reflection on the windows. just make it dark behind the windows and add some dust to them. cubemaps should take care of the reflection on the windows instead you should know that!

    of course i do

  • Quakis
    • January 3, 2007 at 3:38 PM
    • #1,737

    Some textures that I'll be using for my Mansion map. Nothing too special, over the top or detailed but they should work well in the map. I was in need for some better textures to use, and still got more to work on. The picture in the middle of the fifth is still WIP, I'll work on it soon though.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/wallpaperwood_001.jpg][Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/wallpaperwood_002.jpg][Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/wallpaperwood_003-1.jpg][Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/wallpaperwood_004.jpg][Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/wallpaperwood_005.jpg]

    NOTE: I had to tweak the textures quite a bit since I got the scale, and proportions wrong. However I've fixed all that and will show an updated ingame shot in the WIP thread soon...

  • requiem2d
    • January 5, 2007 at 9:50 PM
    • #1,738

    Somewhat bland, but definitely a good start

  • Minos
    • January 5, 2007 at 11:16 PM
    • #1,739

    WIP of a wall texture I"m working on... any advices ?

    [Blocked Image: http://i49.photobucket.com/albums/f295/mino_textures/wall16_mino_wip.jpg]

  • Ooghijmiqtxxa
    • January 6, 2007 at 10:53 AM
    • #1,740

    Thats a great start Mino. I would suggest working on the transition from the edges. Do like Peri says and add some more detail there. I also agree n the bottom part. It's a really unrealistic burn. I think you could add the dirt from above of the silver part there and get rid of that bottom part completely. Great start buddy.

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