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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Method
    • June 25, 2007 at 2:22 PM
    • #1,961

    killertomato: One love brotha'.

    Nysuatro: There's not really much to show man. Same methods apply for creating textures as I showed in my tutorial. Just lots of layers and color tweaks. Sometimes I look at textures that has been created for next gen games (games that support bump, spec and etc.) Then try and recreate them using photo reference from CGTextures.com. For example that metal floor texture, I was inspired by some of HL2 textures. Tried to create something similar.

    The best way to learn and become proficient at something is to study masters. So look at the textures from your favorite game and try to recreate them. You WILL learn a lot from that. I did the same thing with level design. I would spend lots of time analyzing levels from my favorite games.

    I just realized that I make big mistake by not saving the .psd files. I usually flatten the layers and make sure they're tilable. Thus overwriting the layer stack. Otherwise I would have lots of .psd files to show as an example. I'll make sure to save .psd in the future.

    -Method

  • merkaba
    • June 26, 2007 at 9:14 PM
    • #1,962

    This is my first proper texture attempt in a long time:

    [Blocked Image: http://img527.imageshack.us/img527/5062/ceiling05abeforeandafterl2.th.jpg]

    You can ignore the left hand side; that is before some layer tweaks and contrasting which result in the final, right, image.

    I feel acomplished by it, but I think I have a lot of practice to do!

  • Nysuatro
    • June 27, 2007 at 1:10 AM
    • #1,963

    Aight, thx for the help method

  • Defrag
    • June 27, 2007 at 3:19 AM
    • #1,964

    That looks good, merk. If it's going to be used a lot (and decently sized) then I'd be tempted to make the perspective less pronounced, though. I.e. make each slat more like | | rather than / \. I suck at making textures though, so it's probably safe to ignore me unless someone else agrees

  • Method
    • June 27, 2007 at 5:12 AM
    • #1,965

    I agree with Defrag. Unless of course you will model and generate normal map off it.

    Nysuatro: I found some .psd of the textures I made, if you're interested I can email them to you.

    -Method

  • Quakis
    • July 1, 2007 at 3:57 PM
    • #1,966

    Current WIP. Not sure how to approach the white area but this is my best attempt at texture so far. I need some criticism and suggestions to improve it though.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/psd_texture002.jpg]

  • fonfa
    • July 1, 2007 at 5:13 PM
    • #1,967

    the window doesn't really blend with the bricks. you gotta put more lighting information there, and some dirt. like those rain stains

  • Method
    • July 1, 2007 at 9:18 PM
    • #1,968

    I suggest using photo reference to build the texture. It looks like you painted the frame and glass. Brick looks somewhat realistic. So the surfaces look a bit weird. Overall it's very clean.

    I think Hessi wrote a nice tutorial that relates to your texture:

    http://www.thomashess.net/exchange/tuto ... turing.pdf

    -Method

  • Quakis
    • July 1, 2007 at 9:19 PM
    • #1,969

    It's actually all photo-source, and there's no glass. I basically used photo's to construct the shapes of the concrete frame, and wooden frame.

  • Method
    • July 1, 2007 at 9:20 PM
    • #1,970

    Well, in that case look for higher res images. Try CGTextures.com. Great site.

    -Method

  • Quakis
    • July 1, 2007 at 9:27 PM
    • #1,971

    I used that site all the time too. I'll work on it though, see what I can do.

  • Method
    • July 1, 2007 at 10:02 PM
    • #1,972

    I'll make one and upload .psd file with all the layers for you.

    -Method

  • PhilipK
    • July 1, 2007 at 10:19 PM
    • #1,973

    The wood fibres all goes the same direction in the window border no matter how the actual lists go. This is something that instantly kills the illusion for me.

    Other than that I think the concrete border could need some work to get more integrated with the bricks. And the bricks could use some slight brightness/hue variation even tho the actual brick colour is good.

  • Method
    • July 1, 2007 at 10:48 PM
    • #1,974

    PhilipK: I PM'ed you a week ago man. Check your MC inbox.

    Here's my quick brick wall with a window. I tried and used different photo reference for bricks, windows, sill, dirt and upper support.

    [Blocked Image: http://www.methodonline.com/temp/example.jpg]

    Photoshop file with layers can be downloaded here:

    http://www.methodonline.com/temp/example.psd

    Note: I didn't tile the bricks and upper support is most likely out of proportion, since those bricks should be bigger.

    Hope this helps.

    -Method

  • Quakis
    • July 2, 2007 at 11:27 AM
    • #1,975

    PhillipK: Ah, true about the border. Thanks for the suggestions, I'll work on them.

    Mathod: The PSD was helpful, gave me a better idea of what I should do. Thanks.

  • Minos
    • July 3, 2007 at 4:46 AM
    • #1,976

    [Blocked Image: http://www.uploadhouse.com/fileuploads/210/210882c773585434f08a3dbebffea5a171c90d.jpg][Blocked Image: http://www.uploadhouse.com/fileuploads/210/2108856c786578cc5da743a8e06be5ce24efb7.jpg]

  • st0lve
    • July 3, 2007 at 5:46 AM
    • #1,977

    Windows are kinda unsharp, other than that, I like it

  • Method
    • July 3, 2007 at 2:14 PM
    • #1,978

    Minotauro: Looks good. I think it can look even better if you will slightly erase sharp edges of the window frame or use a blur tool to smooth them out. Same thing goes for the middle line.

    -Method

  • KoKo5oVaR
    • July 3, 2007 at 2:28 PM
    • #1,979

    I toitatly agry with method § It could be way better mino

  • Minos
    • July 3, 2007 at 3:59 PM
    • #1,980

    you are right

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