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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • KoKo5oVaR
    • December 9, 2007 at 12:51 PM
    • #2,361

    Yeah. i could do the same if i was working in the same company as philipK !!

    Pretty sweet job clayman, the spec is indeed too strong but that's just a mean of tweakage. Which soft did you used to model and paint those rocks ? zbrush ?

  • clayman
    • December 9, 2007 at 1:56 PM
    • #2,362

    thanx for the comments i only look to get better

    KoKo5oVaR, first i made the stones in maya, i made a MEL script that randomizes my stones in size, position and rotation, so i did that to 5 stone models, and just copied them up..

    i placed them on a plane, and added a diffuse to the stones and a different one to the plane, so i could bake my diffuse, alpha, normalmap and occlusion..

    and then i just put it all together in photoshop.. =) this psd will be avalable on my site when im done with it..

    Synthesizer, thanx for the comments its unnatural because i didnt put more work in the actual stones, my mesh in maya was about 1 milion polys, so that had to do it but i agree, more variations and smaller stones would make it look better, i will try creating the normals for the stones in photoshop

    cheers

  • Minos
    • December 11, 2007 at 12:44 AM
    • #2,363

    Here's my entry for a speed texturing contest at game-artist.net:

    [Blocked Image: http://www.uploadhouse.com/fileuploads/88…bc6fe598682.jpg]

    sheets:

    Diffuse

    normal map

    Specular map

    highres mesh

  • D3ads
    • December 11, 2007 at 1:57 PM
    • #2,364

    Looks nice, but the wooden part looks a bit odd, I've never come across a design like that before...

  • Synthesizer
    • December 11, 2007 at 3:53 PM
    • #2,365

    I think it works, but maybe you could push the middle design out to the borders and get rid of the square just behind them, to get rid of the light on dark corner, which sort of looks like a baking error. I really like the pattern on the wallpaper.

  • Minos
    • December 11, 2007 at 4:16 PM
    • #2,366
    Quote from Synthesizer

    I think it works, but maybe you could push the middle design out to the borders and get rid of the square just behind them, to get rid of the light on dark corner, which sort of looks like a baking error. I really like the pattern on the wallpaper.

    Yeah agreed But I know why it looks weird, I put all the faces of the square in the same smoothing group. I'll rebake the normal and hopefully fix it.

  • Minos
    • December 11, 2007 at 8:57 PM
    • #2,367

    Alright I modified the design a bit so it makes more sense (it lost some sharpness cause I scaled them down to 512, which is what I'm gonna use ingame)

    [Blocked Image: http://www.uploadhouse.com/fileuploads/884/884095461c4bc8876c229c7566239b04b1a748.jpg]

  • Psyshokiller
    • December 11, 2007 at 11:04 PM
    • #2,368

    I think the wallpaper could use a tiny bit of more contrast or saturation.

    The wooden part looks like carved out of a single piece of wood, maybe you can give it a more coherent look by adding some kind of trim along the horizontal and vertial lines bewtween those squares.

  • Minos
    • December 11, 2007 at 11:41 PM
    • #2,369

    Nice idea

  • Synthesizer
    • December 12, 2007 at 8:07 AM
    • #2,370

    What also helps a lot on wood paneling is just flipping the grain around so that some goes horizontal and some goes vertical. It really helps to break things up and give some more believability to it.

  • General Vivi
    • December 12, 2007 at 8:16 AM
    • #2,371

    looking sweet mino

  • Jenn0_Bing
    • December 13, 2007 at 9:23 PM
    • #2,372

    Here's a couple of metal textures ive made quickly today .

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Grungy%20textures/Metal_Watermark.jpg]

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Grungy%20textures/Grunfy_MetalPanel_Watermark.jpg]

  • Buddy
    • December 13, 2007 at 9:37 PM
    • #2,373

    I've made tex for speed comp at g-a.net as well.

    [Blocked Image: http://img140.imageshack.us/img140/8435/rendergw9.jpg]

    [Blocked Image: http://tinypic.pl/t1/out.php/i81952_diffuse.jpg]

    no reason to post rest of maps.

  • dux
    • December 13, 2007 at 9:58 PM
    • #2,374

    Nice buddy. now fucking release they hunger source, damnit.

  • Acumen
    • December 13, 2007 at 10:17 PM
    • #2,375

    i couldn't really recognise what material that stripe in the middle of the texture is made of - seems really weird to me O_o

    and to me it doesnt look like it belongs to the texture, since it doesnt give away any shadow

    apart from that i really like the photorealistic look of it, even though i think the cracks on the upper part are quite awfully tiling and in the lower part i can't really tell whether the wallpaper or the stones are the upper layer (depends on the way/perspective i look at it ^^ - sometimes the stones come first, sometimes the wallpaper)

  • p2xelgen
    • December 13, 2007 at 10:34 PM
    • #2,376

    I've really been trying to learn how to create textures, so far it ant really going to well. I've gone the way of model to texture and using the AO as a bases.

    Disffussed map

    [Blocked Image: http://i110.photobucket.com/albums/n86/Pixelgen/Diffusedmap.jpg]

  • Minos
    • December 13, 2007 at 11:07 PM
    • #2,377

    Looks nice but looks way too dirty imo. You should also put a little bit more work on the edges, would really make the rounded part stand out.

  • Buddy
    • December 13, 2007 at 11:31 PM
    • #2,378
    Quote from Acumen

    i couldn't really recognise what material that stripe in the middle of the texture is made of - seems really weird to me O_oand to me it doesnt look like it belongs to the texture, since it doesnt give away any shadow

    apart from that i really like the photorealistic look of it, even though i think the cracks on the upper part are quite awfully tiling and in the lower part i can't really tell whether the wallpaper or the stones are the upper layer (depends on the way/perspective i look at it ^^ - sometimes the stones come first, sometimes the wallpaper)

    While i had to handpaint those cracks i didn't really had time to check few times if it tiles well, i decided to keep it under 60 minutes (which was actually a bit less because of toilet pit stops) so i concentrated on the main fell of it.

    It's a wall from ruined building, the stripe in the middle is place where wooden planks where attached... i had a ref pic with something like this and found it interesting so I used the idea and yeah i agree that it stands out too much, it doesn't have too much 'connection' with the wallpaper.

    I will throw it into source and see how it looks ingame.

  • p2xelgen
    • December 13, 2007 at 11:43 PM
    • #2,379

    Thanks Minotauro

    Here's an older version, less dirty:

    [Blocked Image: http://i110.photobucket.com/albums/n86/Pixelgen/AABB.jpg]

  • Quakis
    • December 14, 2007 at 12:56 AM
    • #2,380
    Quote from buddy the designer

    [Blocked Image: http://tinypic.pl/t1/out.php/i81952_diffuse.jpg]

    I suggest adding dirt at the edges of the wallpaper where it meets the "wood" that used to be there. Far too clean since dust and dirt would collect there and stain the wallpaper I'm sure. It would also help seam it to the concrete better than feeling flat as it currently does.

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