1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Creative Chat

totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • D3ads
    • August 13, 2007 at 3:10 PM
    • #2,121

    That looks amazing, total photo-realism! How come the diffuse and normal don't clash? The diffuse seems to have a lot of detail painted on.

    Btw Teddy, will you be allowed to show us the stuff you worked on now that The Darkness has been released?

  • aevirex
    • August 13, 2007 at 3:24 PM
    • #2,122

    I'm stunned!

    As for the artistic thing: Although this looks fabolous I think there is no limit for creativity and perfectionism. Think of programs like zBrush and Mudbox, almost every picture in the polycount "What are you working on?" is a beautifully sculpted head. So the severity decreases but the challenge increases... therefore it is still the artist not the tool

    (damn, I want to be able to program :x)

  • Rick_D
    • August 13, 2007 at 5:50 PM
    • #2,123
    Quote from TeddyBear

    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.

    couldn't agree more - and this goes for every aspect of everything ever, imho

  • TeddyBear
    • August 13, 2007 at 9:50 PM
    • #2,124

    Thanks How do you mean, D3ads?

    The albedo represents a fake model of diffuse light reflection (visible as colour to the human eye), whereas the normal information refracts and occludes portions of the light itself. The specular map, in contrast to albedo, acts as a mirror reflector of light. They don't clash simply because of the fact that they are all fundamentally unique materials with different ways of simulating interaction with incoming light.

    e-freak, it's hard to predict. The material acqusition is completely done, so is the pre-defined basemesh. Currently I have three different approaches for deforming the mesh:

    A type of laser registration process which is my own invention. It registers layers of the human face, seen as a three-dimensional finite integral (consisting of layered primitive volumes resulting in a complex body). The program then manipulates the mesh's vertices using this data.

    I'm thinking about a Stereo Matching approach which by far is more accurate (generates height data within the sub-millimeter range). If I go with this method instead, the program is going to take quite some time to get finsihed.

    The third and simplest approach (which is currently used as a place-holder for one of the two methods described) reads a set of color coded pins attached to the face. The model has corresponding reference points, elastically deforming pre-defined vertex networks of the base mesh.

    So it depends on how you look at it. It's already done but is under heavy improvement.

    D3ads, all I did for The Darkness was basically music, I got hired right when the game was about graphically finished. Look for the harmonica guy (George Hadel) in the Fulton st. subway

  • Buddy
    • August 14, 2007 at 3:22 AM
    • #2,125

    How about Subdermal/Epidermal maps btw?

    usefull:

    http://www.xyzrgb.com/

    http://www.facegen.com/

  • Defrag
    • August 14, 2007 at 3:49 AM
    • #2,126

    Teddy: That's some mightily impressive stuff. It's very cool that you work all day as an artist and go home to make technical stuff. Not many straddle the artist/technical dude divide like that.

    Out of interest (and if I may ask), is this stuff entirely of your own making and, if so, how does that stand up in terms of ownership? I.e. do you retain all the intellectual & commercial rights now that you're working full time? I'd be very interested to hear how you go about inventing this stuff -- it's fascinating stuff. I've worked on a few programming projects but never invented something entirely new. Also, what kind of background do you have that helps you on the technical side (programming / maths etc.)

  • Buddy
    • August 14, 2007 at 4:45 AM
    • #2,127

    Also I wanted to ask, You need the reallife guy (or specific set of photos) to perform this scan right?

  • TeddyBear
    • August 14, 2007 at 8:55 AM
    • #2,128

    Buddy: I have a method for extracting SSS maps as well, although not shown in this example. One powerful thing about this technique is that, besides the naturally acquired materials, you can morph pre-defined sets of materials to go along with the new model's UV-structure. These materials could be highly advanced vein maps, freckle maps, sss enrichers etc. There simply is no limit to how much tweaking you can apply to a head to make it look extra good. The nice thing is that this tweaking process then will make all the models look better.

    Defrag, actually, it's the property of Starbreeze. They wanted part of it, so I have been funded with whatever technical devices I need.

    To answer your other question, I've always thrived on creativity and the feeling of achievement, when I see the potential of something I simply start working on techniques to extract that potential. Honestly I don't consider myself a programmer nor a mathematician in their true form, I'm simply helped by the fact that I've studied alot of math and programming - it renders the possibility of thinking/speaking in a technical language.

    Buddy, yes that's correct. However, with the database of faces that is built up you will be able to actually make new, unique faces based on elements of that database (through 2D/3D morphing).

  • Minos
    • August 14, 2007 at 9:23 AM
    • #2,129

    I felt like making some retro metal textures for a dm map (maybe ?)

    [Blocked Image: http://www.uploadhouse.com/fileuploads/357/357596cbb54e1a8ba2ad448a06f7a581ed886f.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/357/3575972e5b50ac86c1547c4adcd55f3d01f47b.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/357/357593e4110832893234a181cfdee9668b1ec1.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/357/357590bba68abf4ee7d0278bd7635507efd8ae.jpg]

    A tiny fuckaround with them (I also made all the other textures in this scene. oh and sorry for the low res pics )

    [Blocked Image: http://www.uploadhouse.com/fileuploads/357/357605af523260df8a749bcd39622cb035b4d0.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/357/3576060dd5a0198049229418b95f37cea2fd48.jpg]

  • Psy
    • August 15, 2007 at 2:44 PM
    • #2,130

    [Blocked Image: http://aycu10.webshots.com/image/24529/2004447944955254208_rs.jpg]

    For my de_thearts map - Now in it's 5th iteration!

  • mjens
    • August 15, 2007 at 9:08 PM
    • #2,131
    Quote from Minotauro

    I felt like making some retro metal textures for a dm map (maybe ?)

    Owned. Reminds me some texture packs from Quake 1...

  • hessi
    • August 21, 2007 at 8:23 PM
    • #2,132

    i made this texture for my coast / normandie / ww2 / what ever "is-not-yet-a-project" project

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

  • SnipaMasta
    • August 21, 2007 at 8:28 PM
    • #2,133

    Needs more nextgen shaders.

  • Acumen
    • August 21, 2007 at 8:42 PM
    • #2,134

    i don't know your latest 2 texture tries (the one with the model aswell) seem quite rushed

    but on this one the jpg quality seems to kinda be low quality settish as well, so i don't know...

  • Minos
    • August 21, 2007 at 8:49 PM
    • #2,135

    It looks weird and rushed... it's pretty obvious that you used 4 photos: top, middle part, transition and bricks. Besides that, the transition looks too dark to look convincing.

  • dux
    • August 21, 2007 at 8:56 PM
    • #2,136
    Quote from SnipaMasta

    Needs more nextgen shaders.

  • hessi
    • August 21, 2007 at 10:04 PM
    • #2,137
    Quote from Minotauro

    It looks weird and rushed... it's pretty obvious that you used 4 photos: top, middle part, transition and bricks. Besides that, the transition looks too dark to look convincing.

    so what should i change? except for the generic normalmapping shit.

  • Sindwiller
    • August 22, 2007 at 5:11 PM
    • #2,138

    The stones look too bumpy/noisy, otherwise good imho

  • Buddy
    • August 22, 2007 at 6:05 PM
    • #2,139

    It's just not coherent piece, I mean I can focus my eyes on 3 parts of texture (top middle bottom) but can't find it easy to look at whole thing... if you know what I mean

  • KungFuSquirrel
    • August 24, 2007 at 9:20 PM
    • #2,140

    [Blocked Image: http://www.button-masher.net/wip/texture/q4_eclipse_001.jpg]

    [Blocked Image: http://www.button-masher.net/wip/texture/q4_eclipse_002.jpg]

    Practicing modeling out textures for Q4. Diffuse is just scaled up from the original NS texture. Think I need to exaggerate the vertical bits a bit more, round off some parts a bit better, etc... but it's a start!

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™