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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Sindwiller
    • September 21, 2007 at 3:44 PM
    • #2,221

    [Blocked Image: http://xs319.xs.to/xs319/07385/tech_tourneywall_weblol.jpg]

    Fixed

  • KoKo5oVaR
    • September 21, 2007 at 4:24 PM
    • #2,222

    [Blocked Image: http://cubedorange.com/wp-content/uploads/2007/09/tech_tourneywall_web.jpg][Blocked Image: http://pix.nofrag.com/e/4/6/30165bf69a3976be4a628b18a49bc.jpg]

    I tried a little edit on the sharpness, contrasts.. well my 50 cents

  • Steppenwolf
    • September 21, 2007 at 9:27 PM
    • #2,223

    that texture would look good with normal, specular etc.

    It would also make sense to have variations of it.

  • Phobos
    • September 22, 2007 at 12:32 AM
    • #2,224

    hehe yeah might get to that. It was more of a practice texture.

    Babies go on the other side. Wouldn't want them getting thrown in the wash.

  • zaphod
    • September 22, 2007 at 12:44 AM
    • #2,225
    Quote from nooba

    Some cartoonish textures..[Blocked Image: http://quickimg.com/uploads/2218abda23f395ce91e9b8ca6dbdd240.jpg]

    [Blocked Image: http://quickimg.com/uploads/6fe45e2dcb5b9da813649b71b8112064.jpg]

    the light and dark highlights in these look very random, try using highlights and shadows in a more logical place.

    for example:

    [Blocked Image: http://marshmonkey.googlepages.com/crackedearth.jpg]

  • Minos
    • September 27, 2007 at 9:31 PM
    • #2,226

    I have been spending some time normal mapping my insurgency textures and this one looks particularly good IMO

    [Blocked Image: http://www.uploadhouse.com/fileuploads/534/534503d43ecf3e61045946b4d3062994affcbb.jpg]

  • aevirex
    • September 27, 2007 at 9:38 PM
    • #2,227

    This is too exaggerated D:

  • dux
    • September 27, 2007 at 9:42 PM
    • #2,228

    Yeah much too exaggerated imo. Definitely needs to be toned down a notch.

  • ⌐■_■
    • September 27, 2007 at 9:54 PM
    • #2,229

    Looks like heated plastic tbh.

  • Buddy
    • September 27, 2007 at 11:32 PM
    • #2,230
    Quote from killertomato

    Looks like heated plastic tbh.

    lol exacly, nothing like a plaster wall to me

  • Minos
    • September 28, 2007 at 4:14 AM
    • #2,231

    well it's being directly hit by the sun light in the screenshot, that's why it's so strong. But I'll tone it down a little anyways.

  • capone_adam
    • September 28, 2007 at 12:01 PM
    • #2,232

    Is there anyone here who would be willing to let me to go over/review one of their maps in complete honesty for my texture blog?

  • ReNo
    • September 28, 2007 at 12:50 PM
    • #2,233

    You'll probably be inundated with requests actually, if the earlier call for maps to review is anything to go by You looking for something with custom textures, if this is a texture blog? Or just any old level? I'll put forward the map that I made for the 1024 contest, but it is quite small and given it was made with a pretty large restriction placed on it, maybe it isn't an ideal candidate. If you want it, it's the top map, dm_weaver...

    http://www.reno-vation.net/

  • Sindwiller
    • September 28, 2007 at 10:56 PM
    • #2,234

    http://xs119.xs.to/xs119/07395/skcconc001.jpg

    A pretty random concrete texture with warm colors and lots of dirt and grunge... Crits?

  • Psyshokiller
    • September 29, 2007 at 2:05 AM
    • #2,235

    Doesn't look like concrete too much. It's pretty hard to define what it is, could be mud, aged metal or concrete.

  • dux
    • September 29, 2007 at 2:56 PM
    • #2,236
    Quote from capone_adam

    Is there anyone here who would be willing to let me to go over/review one of their maps in complete honesty for my texture blog?

    Ooh, me!

    http://www.mapcore.net/forums/viewtopic.php?t=6837

    http://dux.interlopers.net/dm_drift_revised.rar

    Make sure color correction is on.

  • Sindwiller
    • September 29, 2007 at 9:11 PM
    • #2,237

    http://xs319.xs.to/xs319/07396/screenshot_253463.jpg

    Added a metal rail, made a normal-, spec- and parallaxmap and integrated it into Sauerbraten.

    The XCF sources and PNGs can be found here:

    http://download.tuxfamily.org/realitygames/skyline_c/

    (stuff under GPLv2 or later and/or CC-by-SA 2.0 or later - as usual)

  • capone_adam
    • September 30, 2007 at 12:28 PM
    • #2,238
    Quote from dux

    Ooh, me!

    http://www.mapcore.net/forums/viewtopic.php?t=6837

    http://dux.interlopers.net/dm_drift_revised.rar

    Make sure color correction is on.

    I was actually thinking more along the lines of actual texture maps/sheets.

  • Psyshokiller
    • September 30, 2007 at 12:43 PM
    • #2,239

    Haha pwnd

    Been thinking of levels either.

    Capone: Is your request only aiming at world textures, or do you take model skins either?

  • dux
    • September 30, 2007 at 2:40 PM
    • #2,240

    Well you did say maps, easy mistake

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