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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • tomdon
    • November 10, 2007 at 10:22 AM
    • #2,281
    Quote from ReFlex

    New metalwall texture... [Blocked Image: http://www.huizkistn.at/rumplkistn/textures/metalwall05_render.png]

    The brown rust sections might look better if the normals went in rather than out. Looking at it, the rust seems to be in areas where the paint has been scraped off exposing the metal underneath.

  • ReFlex
    • November 10, 2007 at 11:55 AM
    • #2,282

    They going in.

  • Sindwiller
    • November 10, 2007 at 12:27 PM
    • #2,283

    Thx Pomperi, for that really inspiring how-to

  • Pomperi
    • November 10, 2007 at 9:13 PM
    • #2,284

    You're welcome

    Here's some more texture practise:

    [Blocked Image: http://img217.imageshack.us/img217/6163/pompdecowalluc5.jpg]

  • D3ads
    • November 10, 2007 at 10:14 PM
    • #2,285

    Not bad ReFlex!

    Pomperi: Oh seriously, you are starting to take the piss now, you're just too good

  • Pomperi
    • November 10, 2007 at 10:24 PM
    • #2,286

    Thanks, you're too kind <3

  • Psyshokiller
    • November 10, 2007 at 11:09 PM
    • #2,287

    Nice one pomperi!

  • Erratic
    • November 11, 2007 at 2:35 AM
    • #2,288

    How 'bout a mini-work through of that texture as well Pomperi?

  • Rick_D
    • November 11, 2007 at 12:02 PM
    • #2,289
    Quote from Pomperi

    Don't know any tutorials for this I'm afraid, but I wouldn't mind sharing my workflow in case that would be interesting.

    [Blocked Image: http://img221.imageshack.us/img221/7342/pompinduswallwalktroughdd2.th.jpg]

    1. This is about as how basic it can get, nothing but layout and colors.

    2. Simple shadows and some lighter parts added.

    3. Defining edges using smaller brushes.

    4. Material overlay blended in and contrast added to all layers below.

    5. Details 'healed' in from a photo reference image.

    6. Brown colors painted in using Overlay, as well as painting over some noisy material with a regular brush.

    7. Contrast, color and sharpness added.

    8. Some final touches and a little more sharpening in some places.

    Hope this was of some help, didn't want to get carried away. I'm sure there are people here with far more experience on this, and my way isn't the 'universal' way of doing this, there are several different ways.

    Display More

    ah that's a great way of doing it, cheers for that

  • Skjalg
    • November 12, 2007 at 12:59 AM
    • #2,290

    haha looks like the textures for tf2 stopped at number 3 there

  • ReFlex
    • November 12, 2007 at 8:58 PM
    • #2,291

    /bored

    a small remake of a C&C Renegade texture:

    original:

    [Blocked Image: http://www.huizkistn.at/rumplkistn/textures/02Doorollup.jpg]

    new:

    [Blocked Image: http://www.huizkistn.at/rumplkistn/textures/nod_rollupdoor01.png]

    [Blocked Image: http://www.huizkistn.at/rumplkistn/textures/nod_rollupdoor01_local.png]

    without NOD logo:

    [Blocked Image: http://www.huizkistn.at/rumplkistn/textures/rollupdoor01.png]

  • Acumen
    • November 12, 2007 at 9:07 PM
    • #2,292

    too many stripes that distract the eye, imo.

    the original doesn't seem to have that additional curve, as far as i can tell. i don't know i just find it hard to look at the texture cause of all these dark shadowed stripes

    flat stripes and then 1 shadow would be enough imo, instead of curved ones and another shadow beneath it..

    to be honest, i don't understand how i just tried to explain this there, though, so i don't blame you for not being able to follow

  • Seldoon182
    • November 12, 2007 at 9:44 PM
    • #2,293

    Too noisy... How does it look like ingame ?

  • fonfa
    • November 13, 2007 at 12:56 PM
    • #2,294

    You did a good job but it's hard on the eyes. You should soften the shadows (specially that pitch black line) and make the nod logo appear a bit more.

  • clayman
    • November 13, 2007 at 5:10 PM
    • #2,295

    Im working on a set for source engine, this is just WIP. tell me what you think! =)

    [Blocked Image: http://www.clayman.se/facade003a.jpg]

    EDIT: added normalmap and diffuse images

  • e-freak
    • November 13, 2007 at 5:12 PM
    • #2,296

    The obvious lighting could be done via normal map (if this is an actual render forget what I've said)

  • Buddy
    • November 13, 2007 at 5:15 PM
    • #2,297

    Nicely done but doesn't look too real imho. You might want to show it without this colorfull lighting with just ao.

  • clayman
    • November 13, 2007 at 5:51 PM
    • #2,298

    whell, realism can be discussed im mostlly toying around, trying to find some intresting styles. thanx for the comments! =)

  • Quakis
    • November 13, 2007 at 6:03 PM
    • #2,299

    I really like it clayman, nice stuff.

  • ⌐■_■
    • November 13, 2007 at 6:50 PM
    • #2,300
    Quote from Quakis

    I really like it clayman, nice stuff.

    yeah i like that arcady yet classy style GJ

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