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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Sa74n
    • March 28, 2008 at 5:28 PM
    • #2,461

    finally had some time to work on this sucker again. i'll definitely finish the texture - its just a matter of time

    [Blocked Image: http://www.envart.com/temp/insect_wip14.jpg]

  • the0rthopaedicsurgeon
    • March 28, 2008 at 8:17 PM
    • #2,462

    does anyone know how to make a glossy painted wood texture? i can't find any decent references to make one from so it'd have to be made from scratch. i need something like in the photo below but the only thing i can come up with for now is this:

    [Blocked Image: http://img88.imageshack.us/img88/158/redwood02ag8.jpg]

    [Blocked Image: http://img229.imageshack.us/img229/9861/34385867216525d405bovq0.th.jpg]

  • e-freak
    • March 28, 2008 at 8:49 PM
    • #2,463

    My suggestion would be to just overlay your current texture with a simple wood reference (maybe greyscale at low contrast and at luminance) and increase saturation a little bit.

    In Source (I take it it's for your L4D Map?) the combination of a lowprofile normalmap and an additional specularmap according to the depths of your normalmap normally looks really good as well.

  • Minos
    • March 31, 2008 at 6:48 AM
    • #2,464

    Little something for a speed texturing challenge at game-artist.net. The base mesh wasn't very good and I couldn't find any references that looked anything like it... anyways I think it's decent, however it could look much better. Illustration was made in Adobe Illustrator.

    [Blocked Image: http://ftp.insmod.net/users/minotaur0/sky_valley_render.jpg]

  • Meotwister
    • March 31, 2008 at 9:26 AM
    • #2,465

    I like it.. it's like a Jetson's meets rotted 50's style ad sign.

  • Sentura
    • March 31, 2008 at 4:54 PM
    • #2,466
    Quote from Meotwister

    I like it.. it's like a Jetson's meets rotted 50's style ad sign.

    yeah i love that art style. reminds me of fallout.. good times

  • m8nkey
    • April 1, 2008 at 8:02 AM
    • #2,467

    KIIIA: That is fucking awesome. Love all the subtle, unique details and the vibrant colour scheme. The design really captures the scifi/magic fusion you were trying to achieve.

    One very minor nitpick: Your diffuse/spec maps provides topleft to bottomright light information on some bevels. I think they read better ingame with either direct frontal or top down lighting. Beautifully painted though

  • rockdude86
    • April 3, 2008 at 7:06 PM
    • #2,468

    so since hammer is still not working for me i've been toying around some with photoshop after a long break due to moving on my own/work so here's some crete wal with added ornaments probably is a bit off but it's just for practice. tell me what you think of it.

    [Blocked Image: http://img505.imageshack.us/img505/4849/creteornamentsyu0.jpg]

    [Blocked Image: http://img505.imageshack.us/img505/4849/creteornamentsyu0.c06bfb51cd.jpg]

  • dux
    • April 4, 2008 at 5:23 PM
    • #2,469

    Kind of blurry and stretched looking. And at the top of the feature I can see where you've used the eraser tool. Might want to remove that random orange spec, too.

  • 2d-chris
    • April 16, 2008 at 2:18 PM
    • #2,470

    I agree with what Sentura said about your sign prop/texture mino, it's proper fallout style and it's bloody awesome.

    The reason I like the style is it isnt too washed out and flat like that gears of War or HL2 art, it has a kind of Blade Runner feel to it I suppose

  • DELTATHUND3R
    • April 22, 2008 at 3:50 AM
    • #2,471

    Heres a pik of a work in progress of textures for a model in zbrush,this is just a canvas of what I would like it to look like.

    Its my first canvas in zbrush only had trial version for a week or so.just working it all out.

    [Blocked Image: http://i31.photobucket.com/albums/c371/DELTA-THUNDER/dels1/octyclose.jpg]

    it probably wont wrk but she looks ok .

  • ⌐■_■
    • April 22, 2008 at 2:17 PM
    • #2,472

    hmm thats trippy i like it

  • BJA
    • April 30, 2008 at 5:15 PM
    • #2,473

    Some textures for practice purpose. The photo references are from a france texture resource pack made by hessi. The final textures were lit with a orange light in the lower left corner and a slight blue light in the right corner, so you can see better how the texture looks with different color themes.

    [Blocked Image: http://www.bja-design.de/different/bja_…l_lit_small.jpg]

    Overview:

    http://www.bja-design.de/different/bja_ ... erview.jpg

    [Blocked Image: http://www.bja-design.de/different/bja_…l_lit_small.jpg]

    Overview:

    http://www.bja-design.de/different/bja_ ... erview.jpg

    Any suggestions for improvement?

  • KIIIA
    • April 30, 2008 at 5:47 PM
    • #2,474

    I like the way the textures are executed. But the structures of the stones are completely plain in the normal map. Maybe you experiment a bit with combining the rendered normal map with a normal map generated with the Nvidia PS plug-in.

    The problem with the nvidia normal maps is, that they are fuzzy, so if you just use it for the stones in a slighty blurred version, maybe it will work! (Also for the general struchture of all materials in the texture).

    Apart from that, i`m not sure if it`s good to have the window simply dark grey inside.....that doesn`t look natural!

  • Seldoon182
    • May 1, 2008 at 6:21 AM
    • #2,475

    I like the way you powered those textures but to me the finale render doesn't fit to reality... I've never seen stones perfectly clean like that even in dreams ! You miss a step which is export your high poly mesh to Mudbox/Zbrush in order to add scratches compared to the diffuse map. That my point of view.

    Quote from KIIIA

    Apart from that, i`m not sure if it`s good to have the window simply dark grey inside.....that doesn`t look natural!

    Fucking darken curtains !

  • BJA
    • May 1, 2008 at 7:40 PM
    • #2,476

    I did a testversion with a crazybump overlay, but thought it looked way to bumpy and noisy and had that typically "crazybump look", so I left it.

    [Blocked Image: http://www.bja-design.de/different/door01_rendering_crazybump%20overlay.jpg]

    But yes, I have to agree that the concrete looks too flat and could need some more structure. The windows are black because they are mainly placeholders.

  • -HP-
    • May 2, 2008 at 10:22 AM
    • #2,477

    Good stuff BJA!

    Damn, I gotta do one of those one of these days, must be fun!

  • D3ads
    • May 2, 2008 at 10:19 PM
    • #2,478

    Excellent texture there

  • Minos
    • May 3, 2008 at 1:39 PM
    • #2,479

    That's a baddas texture, I really dig it I don't think you need that much noise, I like the first texture as it shows your architecture better, which really is the point of this texture. In fact the noise totally destroys the beauty of this texture imo

  • dux
    • May 3, 2008 at 2:42 PM
    • #2,480

    What is crazybumps fascination with making everything noisey

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