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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • L4zy
    • January 7, 2007 at 2:33 PM
    • #1,741

    Is this the right thread for this? I think so, because it's a

    texture.

    I made myself a daisy model and planted it upon an

    appropriate grass texture (with an own detailprop entry):

    [Blocked Image: http://img214.imageshack.us/img214/6995/modulatetest0002ll4.th.jpg]

  • Furyo
    • January 7, 2007 at 4:10 PM
    • #1,742

    That's very nice, would be cool if you released it to the public

  • Skjalg
    • January 8, 2007 at 12:50 AM
    • #1,743

    hey, that looks very nice

  • L4zy
    • January 8, 2007 at 4:18 PM
    • #1,744

    Added more variety:

    [Blocked Image: http://img292.imageshack.us/img292/78/modulatetest0003dy6.th.jpg]

  • Rick_D
    • January 8, 2007 at 4:24 PM
    • #1,745

    is that a legitimate dod:s xhair? D:

  • ReNo
    • January 8, 2007 at 4:53 PM
    • #1,746

    In the first shot those daisy's look way too tall to me. Given that the grass has no depth, they stand out too much to look natural. In the second shot you seem to have dropped the height a bit which is good, but I'm not keen on the colour variations personally. Still, doesn't hurt to have them available, as its easy enough to modify the detail prop stuff so it only uses the ones you want

  • SnipaMasta
    • January 8, 2007 at 6:45 PM
    • #1,747
    Quote from Rick_D

    is that a legitimate dod:s xhair? D:

    Yes.

    Looks much better now, by the way.

  • aevirex
    • January 8, 2007 at 9:57 PM
    • #1,748

    [Blocked Image: http://img471.imageshack.us/img471/1324/coolshapeue5.jpg]

    messing with shapes, unfinished diffuse

  • Minos
    • January 8, 2007 at 10:25 PM
    • #1,749

    I finished the wall texture:

    [Blocked Image: http://i49.photobucket.com/albums/f295/mino_textures/wall16_mino_wip2.jpg]

  • st0lve
    • January 8, 2007 at 10:28 PM
    • #1,750

    The trim doesn't match

  • aevirex
    • January 14, 2007 at 6:47 PM
    • #1,751

    some wip

    [Blocked Image: http://img384.imageshack.us/img384/4268/fugly4ry6.jpg]

  • Sindwiller
    • January 16, 2007 at 8:13 PM
    • #1,752

    Looks nice

    WIP by me:

    [Blocked Image: http://img479.imageshack.us/img479/7458/texng4.jpg]

    Finding my way into texture heaven

  • e-freak
    • January 16, 2007 at 8:55 PM
    • #1,753

    blurry, bright rendered, what more can i say? seems like you could get something out of it but please never post such a render again

  • Spellbinder
    • January 16, 2007 at 10:52 PM
    • #1,754
    Quote from e-freak

    blurry, bright rendered, what more can i say? seems like you could get something out of it but please never post such a render again

    I say go for it! And post away, you allways get good inputs here, every one is a nub at first and if you keep it up you will learn. even how to render. I showed of my first serious model and ppl where like the render sucks and its to many faces etc, so what i say, im learning the tools, and i guess it takes long time from now until i master how to keep the faces and tris down not to talk about doing a good render. Good first attempt Sindwiller, listen to the crits and make it even better.

  • TeddyBear
    • January 16, 2007 at 10:58 PM
    • #1,755

    I like it SindWiller, the look is very realistic. Keep em rollin

  • TeddyBear
    • January 17, 2007 at 12:09 AM
    • #1,756

    [Blocked Image: http://img150.imageshack.us/img150/4507/head057ez0.jpg]

    Started with this one again

  • Mkz
    • January 18, 2007 at 7:48 AM
    • #1,757

    [Blocked Image: http://koti.mbnet.fi/mikeliuz/mwall3257.JPG]

    i know the bottom part repeats badly. any tips?

    and this is for goldsrc map.

    (3 different textures in that pic: normal wall, windowed wall and that bottom part)

  • TeddyBear
    • January 18, 2007 at 12:40 PM
    • #1,758

    Besides the bottom there is a noticable repetition in the top trim, wall and windows. I see no point in making a texture this big if it's already repeated. My suggestion is a tileable 256x512 texture without the windows and without repeating spots. The windows should best be applied as decals. And another thing, your texture is not a power of two (2^x, ie. 256, 512, 1024 or 2048 for example). I don't know which engine this is for but if it's source it will not work. Other things to mention is that the windows are pretty blurry which makes them stick out in a bad way. I don't know if you want a photo look, right now it looks a little painted but maybe that's the look your aiming for. Overall it's a texture with nice potential though.

  • Mkz
    • January 18, 2007 at 1:32 PM
    • #1,759
    Quote from TeddyBear

    Besides the bottom there is a noticable repetition in the top trim, wall and windows. I see no point in making a texture this big if it's already repeated. My suggestion is a tileable 256x512 texture without the windows and without repeating spots. The windows should best be applied as decals. And another thing, your texture is not a power of two (2^x, ie. 256, 512, 1024 or 2048 for example). I don't know which engine this is for but if it's source it will not work. Other things to mention is that the windows are pretty blurry which makes them stick out in a bad way. I don't know if you want a photo look, right now it looks a little painted but maybe that's the look your aiming for. Overall it's a texture with nice potential though.

    Quote from Mkz

    i know the bottom part repeats badly. any tips?and this is for goldsrc map.

    (3 different textures in that pic: normal wall, windowed wall and that bottom part)

    and texture in wad is 0.5x that size. so there is 2x 128x256 textures (window and normal wall) and 1x 128x128 texture (bottom).

    i dont know how to blend windows nicely :/

    id like to see some tutorials... (blending windows/doors/etc.)

  • TeddyBear
    • January 18, 2007 at 2:33 PM
    • #1,760

    Ah, sorry! I misunderstood you - I thought you meant three different photo sources. My bad Then you've got a good set of textures. About the windows, just try to sharpen them a bit. In PSCS2 I usually use Noise>Reduce noise> and then the sharpen details slider.

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