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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • hessi
    • August 11, 2007 at 1:15 PM
    • #2,101

    what should reducing the texturesize bring? except let it look more blurry? can you precise what i should make better?

    [Blocked Image: http://img20.imageshack.us/img20/6149/duenengrasbd8.th.jpg]

    [Blocked Image: http://img403.imageshack.us/img403/2431/duenengrasverwurzeltdf7.th.jpg]

  • Gorion
    • August 11, 2007 at 4:05 PM
    • #2,102

    it looks to perfect

    or to big, it just doesn't look right in the upperleft of your first screen, it looks great though..

  • ReFlex
    • August 11, 2007 at 4:13 PM
    • #2,103

    I working on a texture set for XreaL.

    [Blocked Image: http://www.huizkistn.at/rumplkistn/maps/xreal/shot0034.jpg]

    old picture:

    http://www.huizkistn.at/rumplkistn/maps ... ot0031.jpg

    The arch is a mapmodel... ~2000 polies

  • D3ads
    • August 11, 2007 at 7:42 PM
    • #2,104

    hessi: Looking great

    ReFlex: Nice, very Quake-a-like.

  • hessi
    • August 11, 2007 at 8:49 PM
    • #2,105

    i made a concrete wall texture for a WW2 bunker too

    [Blocked Image: http://www.thomashess.net/concrete01.jpg]

    if i don't make a map with those textures i will release a nice texturepack

  • ReFlex
    • August 11, 2007 at 9:43 PM
    • #2,106

    small update:

    floor, metal and lava

    [Blocked Image: http://www.huizkistn.at/rumplkistn/maps/xreal/shot0035.jpg]

  • hessi
    • August 11, 2007 at 9:48 PM
    • #2,107

    the lava need specularity/reflectivity! the rest looks kind of monoton/ut99 like :X it is all big stones and even more stones. but somehow i don't know what you could add there. maybe windows or something that emits blue light or maybe some greenery would be nice.

  • ReFlex
    • August 11, 2007 at 9:52 PM
    • #2,108

    Im working on it. fist:

    Next model will be a window.

    ...and wood metal stuff.

  • Seldoon182
    • August 12, 2007 at 10:05 AM
    • #2,109
    Quote from hessi

    what should reducing the texturesize bring? except let it look more blurry?

    - Did you try ?

    Quote from hessi

    can you precise what i should make better?

    - Make the texture sharpen should be the best way to go thought !

    Quote from hessi

    i made a concrete wall texture for a WW2 bunker too[Blocked Image: http://www.thomashess.net/concrete01.jpg]

    - Looks hot !

    Quote from hessi

    if i don't make a map with those textures i will release a nice texturepack

    - Think about the amazing work u've done with de_corse ! Plz blow my eyes one more time ! :wink:

  • Buddy
    • August 12, 2007 at 8:35 PM
    • #2,110

    I've made few texture for fun, each had few variations. I decided to post one of concrete walls.

    [Blocked Image: http://img129.imageshack.us/img129/2824/concretewallbuddykv0.jpg]

    edit:and yeah i see that top stripe would be too much repetetive, fixed that arleady.

  • ReFlex
    • August 12, 2007 at 9:56 PM
    • #2,111

    CGTextures

    Much better than hessis texture!

  • hessi
    • August 12, 2007 at 10:06 PM
    • #2,112
    Quote from ReFlex

    CGTextures Much better than hessis texture!

    well his texture doesnt tile very well in vertical direction. though he used a photo and only removed perspective. ((( i still like mine!

  • Buddy
    • August 12, 2007 at 10:10 PM
    • #2,113

    No, only 1 layer is from cgtextures (rest is ofcourse my stuff and env-tex ) and it is the white stains overlay, it's not a tiling verticaly texture and it's composed from ~50 layers, it's not a photo, good to hear it looks photorealistic

  • Method
    • August 12, 2007 at 11:54 PM
    • #2,114

    Nice work buddy the designer.

    I've been working on gothic theme lately. Here are some of mine. The top one is similar to the bunker you guys made, but it's actually for a pillar.

    [Blocked Image: http://www.methodonline.com/temp/comparison12.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison13.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison14.jpg]

    -Method

  • TeddyBear
    • August 13, 2007 at 3:07 AM
    • #2,115

    [Blocked Image: http://img81.imageshack.us/img81/8985/icpcu6.jpg]

    This is a result of my latest invention called "Illumination Condition Processing", it reads photo-data and generates results like the example given above.

  • Buddy
    • August 13, 2007 at 3:45 AM
    • #2,116

    Nice invention ...

    but I just hate stuff like Facegen and alike since they kill all of the artistic-side-of-things, it's like you would create everything with a press of a button, I wouldn't be really satisfied after creating model/tex/whatever using app like this, it just sucks and should be banned.

  • TeddyBear
    • August 13, 2007 at 11:24 AM
    • #2,117

    Making heads by hand sure is cool but after having done 150 of them (like some of the modelers were assigned to do in The Darkness), you get pretty sick of the iterative process. In a professional production with limited time there are two things that matter: output and efficiency. This method gives a better output than 6 days of manual labour (standard time line), requires one click and about five minutes of processing. This gives modelers opportunity to focus on other time consuming tasks with greater precision.

  • PS_Mouse
    • August 13, 2007 at 1:54 PM
    • #2,118

    Was that technique used in The Darkness?

  • TeddyBear
    • August 13, 2007 at 2:02 PM
    • #2,119

    No, it was not. This is something I am currently developing in my spare time

  • e-freak
    • August 13, 2007 at 2:11 PM
    • #2,120

    awesome! Seems like you have the hand for doing new techniques. How far is the Normalmap-Digi-Cam thing acutally?

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