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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • hessi
    • August 29, 2007 at 11:41 AM
    • #2,161

    i am such a noob.

  • Phobos
    • August 30, 2007 at 8:39 AM
    • #2,162
    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]

  • Phobos
    • August 30, 2007 at 8:42 AM
    • #2,163
    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.

  • PhilipK
    • August 30, 2007 at 9:44 AM
    • #2,164

    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.

  • Quakis
    • August 30, 2007 at 9:08 PM
    • #2,165

    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]

  • Jenn0_Bing
    • August 30, 2007 at 9:26 PM
    • #2,166

    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]

  • hessi
    • August 30, 2007 at 9:49 PM
    • #2,167

    i dont see my critics in your WIP.

    those "X" shape struts are still just one bland layer (((

  • st0lve
    • August 30, 2007 at 10:38 PM
    • #2,168

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

  • Jenn0_Bing
    • August 30, 2007 at 11:47 PM
    • #2,169
    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 .

  • hessi
    • August 31, 2007 at 8:45 AM
    • #2,170

    now it is bettar

  • Buddy
    • August 31, 2007 at 9:05 AM
    • #2,171

    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

  • Quakis
    • August 31, 2007 at 2:09 PM
    • #2,172

    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]

  • Psyshokiller
    • August 31, 2007 at 4:07 PM
    • #2,173

    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.

  • e-freak
    • August 31, 2007 at 5:18 PM
    • #2,174

    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.

  • Nexus
    • August 31, 2007 at 6:21 PM
    • #2,175

    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]

  • Quakis
    • August 31, 2007 at 6:43 PM
    • #2,176
    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.

    Quote

    the 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.

  • e-freak
    • August 31, 2007 at 7:08 PM
    • #2,177

    you can use a filterforge filter for the plaster - they have decent ones

  • D3ads
    • September 3, 2007 at 3:50 PM
    • #2,178

    [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...

  • Synthesizer
    • September 4, 2007 at 10:36 PM
    • #2,179

    Looks nice, but I'd stay away from pure black along the bottom.

  • Sly Assassin
    • September 5, 2007 at 4:08 AM
    • #2,180

    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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