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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Quakis
    • July 14, 2007 at 10:51 AM
    • #2,001
    Quote from Rick_D

    i think it'd look pretty good with a normal and spec map tbh

    Like this?

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/conctilefloor_shot002.jpg]

  • D3ads
    • July 14, 2007 at 6:56 PM
    • #2,002

    Bingo

  • Quakis
    • July 15, 2007 at 7:00 PM
    • #2,003

    Putting together some textures (and models) for a small concept I have on mind. Large brick wall to go with the, slightly modified, floor (this one above is still intact) Majority of it is WIP, so I'll wait sometime before posting another shot.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/conctilefloor_shot006.jpg]

  • Rick_D
    • July 15, 2007 at 8:15 PM
    • #2,004

    Yeah looks really nice like that- I would still give it a spec map, just a little something to highlight the cracks and chips in the surface.

    I would also make the bump map a bit stronger, but I always did like normal maps being over the top

    nice start though ;0

  • Sentura
    • July 16, 2007 at 5:37 AM
    • #2,005
    Quote from Quakis

    i think it'd look pretty good with a normal and spec map tbh

    Like this?

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/conctilefloor_shot002.jpg]

    given, the bumpmapping makes a difference. but even in this shot, i think it looks cartoony. it has that unrealistical realistic feeling to it

  • Rick_D
    • July 16, 2007 at 8:30 AM
    • #2,006

    ah, that all too common unrealistic realistic feel.

  • Skjalg
    • July 16, 2007 at 5:48 PM
    • #2,007

    [Blocked Image: http://www.skjalgmap.com/stuff/first_wall.jpg]

    WIP!

    Crits pls.

  • Warby
    • July 16, 2007 at 5:52 PM
    • #2,008

    top row of stones doest end properly i can see some from higher up cut in a little bit

  • Skjalg
    • July 16, 2007 at 5:56 PM
    • #2,009
    Quote from Warby

    top row of stones doest end properly i can see some from higher up cut in a little bit

    But Gilbert will tell you its alright!

  • Warby
    • July 16, 2007 at 7:48 PM
    • #2,010

    gilbert wtf who is that ?

  • Buddy
    • July 16, 2007 at 8:45 PM
    • #2,011

    [Blocked Image: http://pics.computerbase.de/1/3/7/3/1/56.jpg]

  • Skjalg
    • July 16, 2007 at 9:30 PM
    • #2,012

    haha it was a joke atleast buddy here got it ;D

  • Method
    • July 17, 2007 at 10:25 AM
    • #2,013

    Update on my texture pack. I went out and took some photo references today, instead of using CGTextures.com. So these are completely from scratch by me. Bottom 3 are variation of one texture (using multiple layers with different blending modes).

    [Blocked Image: http://www.methodonline.com/temp/concrete2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/concrete3.jpg]

    [Blocked Image: http://www.methodonline.com/temp/concrete3a.jpg]

    [Blocked Image: http://www.methodonline.com/temp/concrete3b.jpg]

    Ingame shot:

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

    -Method

  • Quakis
    • July 17, 2007 at 10:34 AM
    • #2,014
    Quote

    I went out and took some photo references today, instead of using CGTextures.com.

    I wish I could do that myself, there's some few good walls I'd love to use for texturing around here but I'd rather not bump into the people that love to cause trouble on the streets. =/ Nice textures though.

  • Method
    • July 17, 2007 at 10:38 AM
    • #2,015

    Heh, I know what you mean Quakis. There are a few shady areas I'd love to take photos of too (Warehouse district of LA), but I need atleast a 6 man group. I'm fairly fit, but at knife/gun point you pretty much gonna hand your camera over.

    Believe it or not but the photo references I used were of regular sidewalk. So just go outside and take pictures of stuff around your house/neighborhood.

    -Method

  • D3ads
    • July 17, 2007 at 7:15 PM
    • #2,016

    Nice stuff, does this mean we'll see an update on your hideout soon?

  • Method
    • July 17, 2007 at 7:31 PM
    • #2,017

    I haven't really worked much on areas. Just textures. Although gonna start a new cool area.

    -Method

  • st0lve
    • July 17, 2007 at 10:07 PM
    • #2,018

    [Blocked Image: http://img381.imageshack.us/img381/439/wall01bu4.jpg]

    Old texture, new normal map and spec. The spec map pretty much sucks, I guess I could polish up on both.

    (it's a 512 if you wonder)

  • Acumen
    • July 17, 2007 at 10:30 PM
    • #2,019

    compared to that texture source on your portfolio site:

    http://www.st0lve.net/portfolio/pictures/tex01.jpg

    i really do think that result with normal and stuff looks absolutely horrible, i'm sorry.

    it looks blurry and shiny and whatnot.. i don't know i'm no expert in this whole thing but i think the normal map is not that good in this case. i know i know it sounds so horribly harsh, but i just don't know what else to say about that test. it looks as if you didn't put too much time into that normal map creation, to be honest. really not intended to step on your toes, but i think you had much much better textures shown in the past :/

    edit: just played around with crazybump. could it be possible that you used the "find low frequency detail" thing and didn't tweak the "very large detail thing" ? the result looks a lot like yours. i don't know if it has to be that way, but i like it much better without

  • Minos
    • July 17, 2007 at 10:34 PM
    • #2,020

    Yeah I noticed that normal maps usualy look a lot better when you normal map only the basic shapes of the objects instead of making complicated bumps and noisy surfaces.

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