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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • capone_adam
    • September 30, 2007 at 11:44 PM
    • #2,241

    baaaah

    I get so confused and often forget maps in 'mod' forums like these mean erm, levels. I mean texture sheets which some people call skins. Though thats usually for characters. I was just thinking of environment maps such as this one,

    http://bp1.blogger.com/_BbtuBvaZEEs/Rv- ... all_01.jpg

  • Acumen
    • October 1, 2007 at 1:49 PM
    • #2,242

    meh oh meh...

    doing all the unnecessary and and unimportant first. should be modeling stuff, but wasting time on weird comic texture tries :/

    texture flat was a bit oversharpened before saving as jpg, and it's also not tileable ^^

    [Blocked Image: http://acumen-design.de/model_pics/wip/thewall/brick_test3.jpg]

    [Blocked Image: http://acumen-design.de/model_pics/wip/thewall/brick_test4.jpg]

  • capone_adam
    • October 1, 2007 at 8:17 PM
    • #2,243

    Doesn't really work on cylinders.

    The 'holes' in the texture are actually very nicely done, not too much not too little. The main problem is that the highlights/shadows are single block colours, I'd blend them a bit. Not sure why alot of artists always do this with cartoon textures. Unless of course you're going for that really stylish in your face cartoon approach but hardly anyone does it these days.

  • capone_adam
    • October 1, 2007 at 8:21 PM
    • #2,244
    Quote from Pericolos0

    theres some on my old portfolio if you want any to review http://cmdstud.khlim.be/~beulaers/portfolio

    Thanks! Gonna be hard to crit though, this stuff is BEAUTIFUL!! I really dig it. Would love to show some of it as an example of good texturing! cannot believe I've never come across your portfolio before! Very inspirational.

  • static07
    • October 10, 2007 at 5:46 PM
    • #2,245

    Something I made for I don't know why... some time ago

    [Blocked Image: http://www.staticeffect.com/random/compilation.jpg]

  • zaphod
    • October 10, 2007 at 6:24 PM
    • #2,246

    looking good acumen! My only suggestion is that it looks a little dark.

  • Rick_D
    • October 10, 2007 at 8:30 PM
    • #2,247
    Quote from static07

    Something I made for I don't know why... some time ago[Blocked Image: http://www.staticeffect.com/random/compilation.jpg]

    the trim at the top and moss at the bottom don't blend into the stones too well.

    also there is no need for a watermark - no-one here will steal your stuff.

  • jaboo224
    • October 10, 2007 at 8:50 PM
    • #2,248

    did you tile them right beside eachother :S if not its really repetitious

  • static07
    • October 10, 2007 at 10:03 PM
    • #2,249
    Quote from Rick_D

    also there is no need for a watermark - no-one here will steal your stuff.

    I had it laying around watermarked

    Quote

    did you tile them right beside eachother :S if not its really repetitious

    tiling goes as:

    trim | trim

    --------------

    clean | clean

    ----------------

    moss | moss

  • capone_adam
    • October 11, 2007 at 8:33 AM
    • #2,250

    Yeah static, at the moment its a bit

    a) too repetitive,

    b) too noisy

    c) too much like a photo

  • Pomperi
    • October 13, 2007 at 11:04 PM
    • #2,251

    Totally random texture:

    [Blocked Image: http://img222.imageshack.us/img222/1008/metalplate01qb8.jpg]

  • Erratic
    • October 14, 2007 at 4:49 AM
    • #2,252

    Random texture:

    [Blocked Image: http://www.vulomedia.com/images/77441atest3.jpg]

  • Chunks
    • October 20, 2007 at 6:52 AM
    • #2,253
    Quote from static07

    Something I made for I don't know why... some time ago[Blocked Image: http://www.staticeffect.com/random/compilation.jpg]

    Looks good, but you need to remove the big stones to make it look good. It's not tiling well currently. start cloning and stamping hehe.

    You could work on the moss as well, it's a little to splotchy. try to make it look like its growing and make it look more connected.

  • zeon
    • October 20, 2007 at 7:28 AM
    • #2,254

    also, try to avoid the repeat in it, just look to fake, the moss need depth. the bigger stones will really give it away on a huge wall. try to make four deferent stones. and the top edge need a border below of some sort.

  • Seldoon182
    • October 24, 2007 at 3:32 AM
    • #2,255

    Original picture taken with my camera.

    [Blocked Image: http://pix.nofrag.com/f/0/b/c8cfc63e0b77d6fac4fa91f94fda7.jpg]

    And now ready for my game texture.

    [Blocked Image: http://pix.nofrag.com/d/b/5/2d61b1026e9d4441aa9c9fa5e693e.jpg]

    Ingame.

    [Blocked Image: http://pix.nofrag.com/4/c/a/837e1f8cdc7f5fc77eaeddaa44af6.jpg]

  • Skjalg
    • October 24, 2007 at 11:49 AM
    • #2,256

    too much sharpen, theres too many artifacts on it, plus you really need a normal for that one

  • Seldoon182
    • October 24, 2007 at 2:54 PM
    • #2,257
    Quote from Skjalg

    too much sharpen, theres too many artifacts on it, plus you really need a normal for that one

    I need a cheap texture without any sharders. That's why my stone texture is sharpen.

  • Buddy
    • October 24, 2007 at 4:29 PM
    • #2,258

    You should have removed lense distortion on this one first, when I look at the texture I have feeling that the center is higher than sides.

  • Acumen
    • October 24, 2007 at 4:58 PM
    • #2,259

    buddy the designer quite spotted the thingie

    i just tried a distort->spherize filter in photoshop with an amount of -10 and it looked quite a lot better perspective wise, imo...

    but i guess it's not neccessary to upload a pic with the change made, since you can just try by yourself and compare the result, i guess

  • Seldoon182
    • October 24, 2007 at 6:24 PM
    • #2,260

    Hell thanks guys.

    [Blocked Image: http://pix.nofrag.com/0/a/5/7594395e7e0a08a2d6e62a78cf245.jpg]

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