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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • p2xelgen
    • December 14, 2007 at 11:41 AM
    • #2,381

    OK

    made a few changes, tried to add waer and tear messed a bit with the color and added a few more chips and cracks. :o

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

  • Minos
    • December 14, 2007 at 1:41 PM
    • #2,382

    Looks a lot better! I don't really dig that huge cracked part in the top-right corner. Can't quite put my finger on it but it looks a bit blurry.

  • p2xelgen
    • December 14, 2007 at 1:49 PM
    • #2,383
    Quote from Minotauro

    Looks a lot better! I don't really dig that huge cracked part in the top-right corner. Can't quite put my finger on it but it looks a bit blurry.

    I was thinking the same, for if it was there like that there would be sum rubble lke mess to the side of the crack but I dont Know how best to add somthing like this ???

  • Minos
    • December 14, 2007 at 2:05 PM
    • #2,384

    Remove it completely then. The biggest problem with your texture is that it looks like concrete where it was supposed to look like metal. You first should define what kind of material you are aiming for. If you really want it to be concrete then work on the interaction with the metal part in the middle. Add some slight rust marks/leakings around it (don't go overboard, the trick is to keep things subtle) and stuff like that.

  • Jenn0_Bing
    • December 15, 2007 at 12:53 AM
    • #2,385

    Playing with the base i have for one of the textures i posted yesterday.

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

  • p2xelgen
    • December 15, 2007 at 10:42 AM
    • #2,386

    A few changes:

    [Blocked Image: http://i110.photobucket.com/albums/n86/Pixelgen/111111111111111111111111111111111.jpg]

  • D3ads
    • December 15, 2007 at 1:48 PM
    • #2,387

    Now that looks more like metal I like the use of the green gunk in the middle.

  • Skjalg
    • December 16, 2007 at 12:19 PM
    • #2,388

    I think it looks too painted, if there is such a thing.. It kind of lacks the sharpness of a metal texture, looks more like concrete..

  • Sindwiller
    • December 16, 2007 at 1:17 PM
    • #2,389

    It would be nice to see how it looks ingame, actually

  • D3ads
    • December 16, 2007 at 3:01 PM
    • #2,390

    With a defined enough specular map, it wouldn't look like concrete..

  • static07
    • December 22, 2007 at 7:57 PM
    • #2,391

    trying some style I have in my mind, as UT3 materials, still trying to figure out how cubemaps work :s

    [Blocked Image: http://www.staticeffect.com/maps/07_clean_wall1_material.jpg]

  • _RC
    • December 23, 2007 at 10:55 PM
    • #2,392

    SCIFI door test

    [Blocked Image: http://bildupload.sro.at/a/images/rc_ns_door01.jpg]

  • Minos
    • December 24, 2007 at 4:59 PM
    • #2,393

    Nice stuff RC_, looks a bit too symmetrical though.

    Small texture I made for a speed texturing thing (HL1 specs ftl ). It's my favourite hl.wad texture!

    [Blocked Image: http://labs.leveldesign.com.br/texturas/desafio_01/minotaur0_c3a1_w5d.jpg]

    kkk nother one:

    [Blocked Image: http://labs.leveldesign.com.br/texturas/desafio_01/minotaur0_crete4w3.jpg]

  • m8nkey
    • December 27, 2007 at 7:50 AM
    • #2,394
    Quote from p2xelgen

    A few changes:[Blocked Image: http://i110.photobucket.com/albums/n86/Pixelgen/111111111111111111111111111111111.jpg]

    Somewhere in this thread I saw a tutorial someone posted in response to this texture which looked very similar. The tutorial had some awesome techniques for creating worn metal I'm interested in but I can't find it even though I've searched back and forth through this thread a few times. Anyone know the tutuorial I'm talking about?

  • Acumen
    • December 27, 2007 at 9:20 AM
    • #2,395

    i guess you mean this one, right ?

    http://www.3dtotal.com/team/Tutorials/s ... fan_01.asp

  • Minos
    • December 27, 2007 at 3:20 PM
    • #2,396

    That tutorial is in almost every major CG site lol

  • m8nkey
    • December 29, 2007 at 9:04 AM
    • #2,397

    That's the one, thanks Acumen.

  • p2xelgen
    • December 30, 2007 at 5:49 PM
    • #2,398

    Ya that the tut I used to do the texture but I still cabt get it looking right...

  • m8nkey
    • January 2, 2008 at 2:27 PM
    • #2,399

    I've struggled with that tut too. I can't seem to get the desired effect from painting using the "all layers" technique.

    Here's a wip for some signage for my current map. I know I could spend some more time detailing the weathering but considering the amount of content I need to make and how long I've been working on this map already, dunno if I'll get around to it.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/advert06.jpg]

  • Pomperi
    • January 3, 2008 at 7:49 PM
    • #2,400

    m8nkey: Based on the grunge level of these signs, I'm guessing you're going for a really old look. Keep in mind that aging paint usually cracks and fades before they reach that level of dirt, unless they're located near muddy ground or withstanded a nuclear war. If you're planning on reworking them a bit, try desaturating the colors a bit and break up the perfect surface with some crackled texture, revealing the material under the paint. Looks good none the less, but some more unique wear would be sweet.

    Here are a few textures I made yesterday for practice. Could be a texture pack if I put enough time on it, but I it doesn't seem like it at the moment.

    [Blocked Image: http://img220.imageshack.us/img220/7843/pompstonetrim01ro7.jpg]

    [Blocked Image: http://img219.imageshack.us/img219/6120/pompstonewall01na9.jpg]

    [Blocked Image: http://img70.imageshack.us/img70/5610/pompstonetiles01ie1.jpg]

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