Looked better with the normal I think.
totally random texture thread
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Quote from NightWolf
Thats exactly how it should look. Great work

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maybe just tone the normal contrast down?
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Quote from buddy the designer
Lol yeah, right Rick, these look just like tiled photos from cgtextures, that's totally wrong way to approach stuff, "hi guys I made these awesome textures (cgtexture photo, cropping, offset, stamp)"


don't get me wrong, I have rinsed the cgtextures photos no end, but I find they are becoming like the HL2 texture set - you see them everywhere and they get boring.
it takes 5 minutes to tile a photo and run it through crazybump; but I really like Method's approach - take a reference shot, get photos and create a texture based on a reference using various photos. You'll end up with some really nice stuff that isn't instantly recognisable as "from so-and-so texture site", and fits your project much better.
If you are just doing stuff for practice then tiling a photo is sort of ok if you have the perfect photo for what you want but that isn't always the case eh

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Poor guy will be banging his head against the wall now

I think a more subtle normalmap will work wonders, no normal map makes it look bland.
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Quote from D3ads
Poor guy will be banging his head against the wall now
I think a more subtle normalmap will work wonders, no normal map makes it look bland.lol thats fine.
I made the normal more subtle:
[Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2010-53-44-36th.jpg] [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2010-59-03-47th.jpg]
And here is what the normal currently looks like for both floors:
[Blocked Image: http://inevmaps.hl2files.com/images/misc/cl…dfloor_bump.jpg]
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superb - now tweak out a nice scene with this texture

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Quote
but I really like Method's approach - take a reference shot, get photos and create a texture based on a reference using various photos. You'll end up with some really nice stuff that isn't instantly recognisable as "from so-and-so texture site", and fits your project much better.
And for that very reason, I've been pointing people towards that tutorial here and there. Picked up a good few tips from it as well and really makes a difference as you said.
And that wood floor is much better, keeps improving - good stuff.
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Hey thanks guys. I'm really glad it was useful for some people.
Lately, the hardest (by that I mean take the most time) textures for me to create were alpha decal beams.
[Blocked Image: http://www.methodonline.com/temp/beam_ref.jpg]
[Blocked Image: http://www.methodonline.com/temp/beam_support.jpg]
Edit: Fixed typo.
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That looks really awesome
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A floor texture
[Blocked Image: http://img402.imageshack.us/img402/1240/floorarenderkp6.jpg]
[Blocked Image: http://img165.imageshack.us/img165/1046/flooradiffuseprevke4.jpg]
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not bad at all, maybe some little cracks
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Interseting

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nice cartoonish, but not to cartoonish

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[Blocked Image: http://xs217.xs.to/xs217/07311/sf_dustywall.jpg]
The bricks came out very wierd... any tips?
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well there needs to be some kind of drop shadow imo, so one can actually recognise which material is beneath and which is on top. because it's just blended in right now and you can't really tell what's going on

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and they are in general they're to bright and look like straight sunshine ontop or self illuminated
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What is it?

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