i am such a noob.
totally random texture thread
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Quote from zaphod
that looks awesome phobos! Any chance we could see it with the bump rendered?
alright here are a few updates from tonight. I'm going to put the materials into maya. Modo's render system I'm still trying out.
Ignore the red orb. Something I did after seeing some bioshock and looking for an excuse for more detail in that texture. Going to axe from further use.
[Blocked Image: http://cubedorange.com/wp-content/uploads/2007/08/bricktexture_normal_web.jpg]
[Blocked Image: http://cubedorange.com/wp-content/uploads/2007/08/bricktexture_web2.jpg]
[Blocked Image: http://cubedorange.com/wp-content/uploads/2007/08/floor_and_wall.jpg]
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Quote from Sindwiller
Uhh, Phobos...the normalmap doesn't look right

agreed. I brought up the lightness a bit in photoshop to get a less intense look inside modo. However I think the normal map in some areas was a bit too strong I'm going to add subtle details instead of the intense displacement used.
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By altering lightness in a normalmap you will get very strange angles.
Since 50% grey in the red and green channel is totally flat, what you need to do when you want less intensity in a normalmap is to overlay (with normal blending mode) a bucket filled layer with a colour of 127, 127, 255 (R, G, B).
I like the design tho and the diffuse looks nice.
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Another, some form of Bunker/Underground type of wall. Any crit or suggestions about the way I beveled this?
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/psd_texture008.jpg]
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So some more work on the textures i posted earlier. I've tried to take all your comments into account in this version
.[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/3piece_Concrete_Wall_new.jpg]
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i dont see my critics in your WIP.

those "X" shape struts are still just one bland layer
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Maybe they are one gigantic part, and not wielded onto each others

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Quote from st0lve
Maybe they are one gigantic part, and not wielded onto each others

That's what i was thinking before, but I've tried adding things like hessi mentioned and i think i prefer it this way.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Grungy_Concrete_Wall_top.jpg]
@ hessi, the first time round i interpreted your crit wrong, that's why there's structural support along the girders and things now. Didn't realise you were talking about the arch
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now it is bettar

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Looks way better now, last crit would be that the highlight around metal parts is white which looks weird, I'd rather see a shadow there.
Anyway, keep up the good work

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Two more textures to go with the previous posted one. They still needs some little extra work to get them a little close to the originals.
These are based on two textures from Hostile Intent in the map hi_russia;
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/psd_texture008b-2.jpg][Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/psd_texture008c-2.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/psd_texture008b.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/psd_texture008c.jpg]
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It looks a little "put together". Can't explain.
Maybe it's the color variation and clear borders. Some dirt wouldn't hurt on the corners.
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the original texture has more details than the reamke

Go and look close at the original and do some of the there painted details like the more broken up concrete or the splittered blaster or the inbeveled steel and so on.
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okay, it is from my latest map hogsatra.. what do you think and you can get them I don't mind about it just give me credz. ye ye.
[Blocked Image: http://img236.imageshack.us/img236/650/buildingorangeqw2.jpg]
[Blocked Image: http://img127.imageshack.us/img127/4131/buildinglightbrownhk4.jpg]
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Quote
It looks a little "put together". Can't explain.Maybe it's the color variation and clear borders. Some dirt wouldn't hurt on the corners.
I know what you mean and I see it myself now that you mention it. I'll add a bit of dirt around where it meets the metal's edges and in the corners.
Quotethe original texture has more details than the reamkeGo and look close at the original and do some of the there painted details like the more broken up concrete or the splittered blaster or the inbeveled steel and so on.
Ha I guess they do. I've add a few cracks to it earlier but the split up plaster will have to wait a little while since I've got to see how I can approach it without looking fake. I was planning to cheat on the inbeveled steal by using a normal map.
Thanks for the comments, I'll get back to fixing them up.
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you can use a filterforge filter for the plaster - they have decent ones

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[Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/graffiti_wll.png]
Haven't posted anything here for ages, so here's some graffitied wall I rustled up...
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Looks nice, but I'd stay away from pure black along the bottom.
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Hi fellas, this is one of my first attempts at making a halftimber type texture.
I'm quite new to making textures so please bear in mind the texture is from a newbie and be nice to me

The Stucco is from GCtextures, wood I made myself and the grunge is a brush I downloaded somewhere.
[Blocked Image: http://img521.imageshack.us/img521/7459/halftimberwall001staineay1.th.jpg]
All constructive crit is welcomed
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