Aren`t textures, not just with a Diffuse, but also with a (rendered) Normal and a Specular map belonging to this Diffuse still called NextGen Textures?
I thought so!
Aren`t textures, not just with a Diffuse, but also with a (rendered) Normal and a Specular map belonging to this Diffuse still called NextGen Textures?
I thought so!
Quote from KIIIAAren`t textures, not just with a Diffuse, but also with a (rendered) Normal and a Specular map belonging to this Diffuse still called NextGen Textures?I thought so!
there is one rule/law:
don't use the words "next gen" in an environment where professionals are!
if you use it anyway, you are pretty much as dumb as the average polycount/cgchat/cgtalk/what-ever-game-community user. serious! the term "next gen" is only a product of some idiots who think they are better than all the stuff that has been made until today. try to look up "next gen" in a quality dictionary (and i am NOT talking of wikipedia!). you wont find it because it is an "invention" of those people!
usually those people using the term "next gen" tend to be idiots that post crappy lowpoly pictures from maya or 3d max viewport without actually getting it ingame!
please delete this term from your mind and "lol" everybody using it. dont give stupidity a chance! thx!
oh and to discuss your texture thing:
a texture is a texture. its just a specific amount of pixels. there is no "next gen texture". textures have always been built on the base of pixels. even in the 80s when all the computer graphics technics start to develope!
"Sutherland and Hodgman develop a polygon clipping algorithm (1974)."
"James Blinn - pioneer of texture mapping and light reflection on curved surfaces; planetary fly-bys, educational animations at JPL (1977-88)."
"Jim Blinn introduces bump mapping (1978)." http://web.cs.wpi.edu/~matt/courses/cs5 ... story.html
http://www.youtube.com/watch?v=CK7b7oc7hWI
so "next gen" is what people did in the early 80s. congrats stupid fags! you are definitly my heros! ![]()
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if you read my post again you will see, that i mentioned the AVERAGE users. of course there are people who are making stunning results, but in my eyes those who use the nextgen-term are idiots. "oh look here. i made this next gen character. it got 15.000 polygons and parallax mapping. i made a screenshot from 3d max viewport."
edit:
if someone has a clean definition of "next gen" i'd enjoy to read it. but i would not promise that i won't criticize it.
edit2:
"I think next project will be something I design, instead of using already created references. Maybe some sort of "next gen" platform character... I don't know though, what do you all think?"
or this next gen windmill
http://boards.polycount.net/showflat.ph ... Post199831
or this good looking indian using a normalmap. well. normalmapping is in a strong relation to bump mapping (around 1980) though it works different, but it has been avaible since 2003 in opengl
http://boards.polycount.net/showflat.ph ... Post206285
so tell me what is the deal about next gen. its all technologies we hade years ago.
just making a texture using unreasonable sizes (1024 for a single wall is excessive) doesn't make it nextgen ![]()
i edited my post because hessi has amazing hair
Peris speaks the tooth.
Ok, Gears of War is not a next-gen game and Cliff Blezinski is an idiot. ![]()
:roll:
Peris is right.
Quotethere is one rule/law:don't use the words "next gen" in an environment where professionals are!
if you use it anyway, you are pretty much as dumb as the average polycount/cgchat/cgtalk/what-ever-game-community user. serious! the term "next gen" is only a product of some idiots who think they are better than all the stuff that has been made until today. try to look up "next gen" in a quality dictionary (and i am NOT talking of wikipedia!). you wont find it because it is an "invention" of those people!
Actually Nextgen referes to the generations of realtime 3d. Wikipedia article explaining this. Technically it's inaccurate now since we are IN the generation, and nextgen would rightfully refer to Direct X 10, but it refers to textures that use DirectX 9 technology.
There are plenty of professionals on Polycount, CGChat, etc. - all the game professionals aren't limited to Mapcore. Also, try to look up "Normal Mapping", "Parralax mapping", "Ambient Occlusion" in a "quality dictionary" (Dictionary.com, for one, just references sites like Wikipedia on these). I doubt you'll find any terms referencing 3d in most "quality dictonarys", especially euphemism's for specific generations of gaming technology. There's plenty of unofficial terms to do with game development that probably wouldn't be found in dictionaries - it doesn't mean they're "invalid" or only used by "Average users".
so you know the guy who has put that article on wikipedia? and you are sure he is knowing what he is talking about?
there are technical dictionaries too. maybe looking in a book could help.
i agree with you that we a "todays generation" but i "next generation" is not adequate enough, because those technologies already existed years before today. people only start using it now.
thx.
I readed maybe just 10 words of the whole polemic and i'm pretty sure that i can say it's totally pointless
well, your texture doesn't use any shaders at all snipamasta
So technically it's just larger than it needs to be ;D
Quote from Rick_Dwell, your texture doesn't use any shaders at all snipamasta
So technically it's just larger than it needs to be ;D
No it's not, it's eight times the size of the original texture.
Quotei agree with you that we a "todays generation" but i "next generation" is not adequate enough, because those technologies already existed years before today. people only start using it now.
I tried to highlight (i.e it was the first thing I said)
"Actually Nextgen referes to the generations of realtime 3d."
Key word there : Realtime. We're saying "Nextgen" in the context of games, not 3d rendering as a whole. I understand where you're coming from, seeing as these technologies have been available for ages, but consider the context it's used in.
thats the point where we would need a clear definition ![]()
Quote from MethodDisplay MoreHere are some "source - final texture" comparisons from my first texture set for Doom3/Quake 4:[Blocked Image: http://www.methodonline.com/temp/comparison1.jpg]
[Blocked Image: http://www.methodonline.com/temp/comparison2.jpg]
[Blocked Image: http://www.methodonline.com/temp/comparison3.jpg]
[Blocked Image: http://www.methodonline.com/temp/comparison4.jpg]
[Blocked Image: http://www.methodonline.com/temp/comparison5.jpg]
Note: Sorry about the size, a little big for forum posting.
You can see those textures implemented here:
http://www.methodonline.com/temp/meth_test.htm
Feedback is welcome,
-Method
I'm really digging these Method. Would you be interested in writing up some quick tutorials for how you approached doing maybe 1 or 2 of those? I'd be interested to learn your perspective since I know you're more of a level designer than a texture artist, but those do look great so I'd love to know a few of your tricks ![]()
If a phrase saves time and everyone understands the meaning then I say fine, there's no need to get fussy about it.
It's phrases like 'Goldsource' that I see as pretentious and more damaging in that they take away understanding of something already well-known (it is the 'half-life engine' to about 90% of the gaming population - there's no need to call it by Valve's own internal nickname, that's just stupid).
Next-gen imo is fine.
Quote from Bl1tzI'm really digging these Method. Would you be interested in writing up some quick tutorials for how you approached doing maybe 1 or 2 of those? I'd be interested to learn your perspective since I know you're more of a level designer than a texture artist, but those do look great so I'd love to know a few of your tricks
Seconded!
those are some pretty nice grungy textures blitz. I dont know if you're gonna normal map them at all. The first two would probably need to get rid of the light direction pretty much, especially on the bolts there then.
If not nm.
The last two would probably work fine without any removal of light direction since they dont really have any significant spots you would notice at least.
You really pulled a good colour palette on them overall imo.
They are Method's not blitz's!
*points to quote
Thanks guys. Gonna start on the tutorial tomorrow.
Edit: I actually wrote it tonight. Still got some tweaks to do on this tutorial though:
http://www.methodonline.com/texture_tutorial.htm
-Method
Some random poop from our texturing lesson.
Task was: 512*512 wall texture, with different materials + 2 variations, tileable.
[Blocked Image: http://www.harefort.com/wandkachelrender_render.jpg]
[Blocked Image: http://www.harefort.com/wandkachel001.jpg]
[Blocked Image: http://www.harefort.com/wandkachel002.jpg]
[Blocked Image: http://www.harefort.com/wandkachel003.jpg]
~2 hours
only source: t3h internetz
The bolts suck, but I'm lazy ![]()
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