I think blue and green hues might work better :] or if you keep the whole thing neutral colours use the red for contrast for items such as eyes or little vents etc :}
totally random texture thread
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Quote from dux
Still practicing[Blocked Image: http://aycu13.webshots.com/image/41612/2004229820140903935_rs.jpg]
Much much better

Sa74n: Great style, but I prefer the grey look over the orange personally.
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Take it easy on the sharpen filter dux
I'd also remove the highlights since they should be done via normal/specular maps. Nice progress anyways! -
[Blocked Image: http://aevirex.net/stuff/pics/tehsuck.jpg]
Sucks big time... I haven't done any texture for half a year :<
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God I'm such a fanboy....
[Blocked Image: http://img292.imageshack.us/img292/6348/pompfi01renderot4.jpg]

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The making of a floor texture.
1. Right at the begining, I start by seeking some reference pictures around the web and Google images. Then I open up Photoshop and start a new document (512*512) with a layout and a quick modified photo.
[Blocked Image: http://pix.nofrag.com/5/3/6/02617832…e2c0c4a95da.jpg][Blocked Image: http://pix.nofrag.com/9/7/d/1945addf…1063a65e9d4.jpg]
2. Then I try to merge the quick modified photo with anothers pictures to get the base texture that I was attempt. I draw the lines to creat the tiles.
[Blocked Image: http://pix.nofrag.com/b/2/b/b91ddab5…1bf1e1f9448.jpg][Blocked Image: http://pix.nofrag.com/8/8/7/4d708851…7e49178c772.jpg]
3. Then all the stuff is about to add details steep by steep until the final result.
[Blocked Image: http://pix.nofrag.com/a/7/5/10d6153f…67b2730e7ea.jpg][Blocked Image: http://pix.nofrag.com/2/1/f/dfe69004…2b3ad1b7fc9.jpg]
[Blocked Image: http://pix.nofrag.com/8/e/1/c2656db5…f3fcb9376a7.jpg][Blocked Image: http://pix.nofrag.com/b/7/7/a55a9949…54e435213e4.jpg]
[Blocked Image: http://pix.nofrag.com/3/6/9/2701482e…63cd565cb98.jpg][Blocked Image: http://pix.nofrag.com/d/1/1/278048f3…78e0a3dfe09.jpg]
3. At last I bake my quick model (made by using my finale texture) on 3ds max. Thanks PhilipK. Try to overlay your clean normal map with a another generated by the Nvidia Filter Photoshop. Now I'm done !

[Blocked Image: http://pix.nofrag.com/6/4/7/fdec71b5…0226b32ef4b.jpg][Blocked Image: http://pix.nofrag.com/a/3/1/e104f783…a7290d9fd28.jpg]
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you're not done by then. The Normal Map is very clean - you can easily overlay it with different greyscales of the difuse if you don't want to model it out all by your self. At the current state it would look like plastic tiles with printed details. some decent noise helps a lot! none the less: nice approach on creating textures.
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You were right e-Freak thanks.
[Blocked Image: http://pix.nofrag.com/a/3/1/e104f783baf6ca9828a7290d9fd28.jpg]
Oh and now I'm pretty done !

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One tip for all texture artists out here; download CrazyBump it is free and very user friendly normal map creating software.
Download it here:http://%7boption%7d
Another tip (also free) is Mapzone, it's something completely different from phothoshop etc, and in the beginning its not easy but once you know the basics its awesome for creating textures from scratch, the websites has a lot of tutorials and everything will go much easier because it contains a lot of presets.
download: http://www.mapzoneeditor.com/ (if you want to see what this texture tool is capable of check out the gallery). Oh and here is a video of procedural textures in the unreal engine (all textures made in mapzone, rendered with their proFX software)
http://download.profxengine.com/gallery ... /bayou.mov
[edit] and since this is the wip texture thread I'll add a texture I've been working on today remember its still WIP!
[Blocked Image: http://www.cubeupload.com/files/48537econcrete02.jpg]
bumpmap:
[Blocked Image: http://www.cubeupload.com/files/aabfc4concrete02normal.jpg]
I'll post in-game shots as soon as its ready.
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guy - that's a rather unawesome texture - sry to say but you might have seen that you have a FAAAT Mirroring in the mid of the texture and it might not stress to much within a single jpg but you will have a Tiletiletiletiletiletile Ingame with such an obvious mirror (on 256,y)
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Quote from e-freak
guy - that's a rather unawesome texture - sry to say but you might have seen that you have a FAAAT Mirroring in the mid of the texture and it might not stress to much within a single jpg but you will have a Tiletiletiletiletiletile Ingame with such an obvious mirror (on 256,y)
Hmm okay thanks for the tip, its wip and I'm pretty new to texturing (only doing it for a few months).
So practically I have to add more variation to my texture so that it wont get to repetitive? any other tips?
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sry my previous post was a bit uncalled, esp. since you say you are new to texturing. The most basic tip is : If you are trying to make a texture seemless you never work with mirroring it but with stamping/cloning. The Problem with Mirroring is, that the human eye catches far too quick on patterns and can see such mirroredges within the break of a second while a stamped/cloned texture seem looks natural (ofc this needs practice and doesn't help in every case).
So getting started on a foto-refference to texture process is mostly something like: Scale the image to the right size, cut off a 512² (or 1024²) part or puzzle it together and then move it so you have the obvious seems in the middle of the texture and try to overpaint them instead of mirroring them.
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Quote from e-freak
sry my previous post was a bit uncalled, esp. since you say you are new to texturing. The most basic tip is : If you are trying to make a texture seemless you never work with mirroring it but with stamping/cloning. The Problem with Mirroring is, that the human eye catches far too quick on patterns and can see such mirroredges within the break of a second while a stamped/cloned texture seem looks natural (ofc this needs practice and doesn't help in every case).So getting started on a foto-refference to texture process is mostly something like: Scale the image to the right size, cut off a 512² (or 1024²) part or puzzle it together and then move it so you have the obvious seems in the middle of the texture and try to overpaint them instead of mirroring them.
Yeah, and making textures from scratch is way easier so most of my textures are from scratch and they look fine in my opinion, but when I work with photos I took or a nice picture I found on CGtextures or something its way harder to make them tile, and yeah I usually just create a new 512x512px document scale the picture, edit it a bit and make it tile.
I'll try to improve the tiling maybe by just adding some dirt on it or something

Thanks for the tips.
Oh, and here is a tile texture I made (from scratch), I still need to improve the seams though...
[Blocked Image: http://www.cubeupload.com/files/d42b07sewertiles01extradirt.jp.jpg]
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Quote from Pomperi
God I'm such a fanboy....[Blocked Image: http://img292.imageshack.us/img292/6348/pompfi01renderot4.jpg]

woot can I have your render setup? I really shows off the normal map

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Quote from Minotauro
woot can I have your render setup? I really shows off the normal map

Sure thing!
http://web.telia.com/~u26804236/stuff/p ... scene01.mb
It's for Maya hardware render btw.
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ahh such a shame max can't import MB files
(Thanks anyway!
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Quote from Minotauro
ahh such a shame max can't import MB files
(Thanks anyway!
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The last three days work: A "Next Gen" texture with a rendered normal map.
My goal was to create a texture that should look like about 80% tech and 20% magic, with somewhat of a golden theme. I got very inspired by the Protoss style, but it should still look a bit more done by humans, than this style usually does.
Here`s the pics:
Diffuse:
[Blocked Image: http://www.kiiia.com/Bilder/scifi_1.jpg]
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Normal:
[Blocked Image: http://www.kiiia.com/Bilder/scifi_1_normal_map.jpg]
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Specular:
[Blocked Image: http://www.kiiia.com/Bilder/scifi1_spec_map.jpg]
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Render (with a incandescence map applied):
[Blocked Image: http://www.kiiia.com/Bilder/scifi_1_render.jpg]
C&C?
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Looks pretty cool, maybe you could use some colors on the specular map?
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It looks really nice.. but on the diffuse I think the green is hurting it. I couldnt figure out the texture at first because of that green background which is actually 'higher' than the vent holes but the darker color makes you think it's farther back. looking at it in the normal and spec versions.. it looks great... just in the diffuse that one thing isnt working for me.
I think you achieved your goal pretty well though.
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