Hand made textures ![]()
Draw jn paper then scen ![]()
Hand made textures ![]()
Draw jn paper then scen ![]()
-rt- go apply to ACE team the maker of Zeno Clash...
What on earth is that thing and why is it leaking gas? o_o
it is canalisation lid ![]()
Quote from Seldoon182-rt- go apply to ACE team the maker of Zeno Clash...
He is ace after all. Heh.
@ -rt- : Looks kind of trippy. Even though a single texture would look really weird in an entire scene, your composition looks really, really ace. Keep 'em flowing ![]()
[Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/ff_warpath_adobe_wall_001.jpg]
[Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/ff_warpath_stone_001.jpg]
im still tying to get the color right on the adobe
1-render texture or photo?!
2-nice like dust ![]()
The first adobe-texture needs to be more red/darker imo.
1 - Two photos, one with soft light blend mode to add some elements to the other, and both with lots and lots of various kinds of color correction and noise removal and spot healing.
2 - Thanks!
Thanks punky for the crits ![]()
Another door texture. The reference photo is from a france texture-resource pack by hessi. Btw. does anybody know how colored specular maps "work"? for instance, which color is recommended for wood, which for metal, concrete etc.?
[Blocked Image: http://www.bja-design.de/different/door02_512x512.jpg]
Overview:
Looks great BJA.
As for specular map colors it all depends, just test different hues until you find one you like. Basicaly, it must compliment the diffuse map instead of doing its job, so use only desaturated hues, unless you want an extreme effect of course. You can also use the specular color to "white balance" a texture. Let's say, you got a plain yellow texture, it's going to look pretty bad ingame if you use a yellowish specular map. In order to balance it you should use a blue tint instead (which is its complimentary color, that's 180º on the ohter side of the color wheel). These articles should be pretty useful:
http://www.faceters.com/askjeff/answer52.shtml
http://www.iddevnet.com/quake4/ArtRefer ... ecularMaps
http://www.pioroberson.com/tuts/tut_tex ... tricks.htm
http://www.itchy-animation.co.uk/tutorials/light01.htm
There's not a rule for this really. Most objects in real life would have a white specular map in a game, but that would look boring. It's more of an artistic decision that's up to you ![]()
Nice links Minos! ![]()
Yep, thanks for the reply Minos, very helpful! ![]()
Folowed a nice tutorial by some guy called Garrador, and came up with this.
It's basicaly my first texture made from scratch, cos I'm a total texture noob, still learning it! ![]()
[Blocked Image: http://i31.tinypic.com/2hd8ikl.jpg]
Quote from BJABtw. does anybody know how colored specular maps "work"? for instance, which color is recommended for wood, which for metal, concrete etc.?
It's all there mate:
http://www.game-artist.net/forums/tutor ... -maps.html
Btw BJA, I'm going to grab the opportunity and ask you if it's possible if you could take a screenshot of your 3DsMax scene viewport, I'd live to see how many lights you use, and which colors. Cos I love the screenshots you posted, those lights really show the normal and spec maps nicely.
tried out the same tut as hp did and added some other stuff i've learned lately.
made some variations also
[Blocked Image: http://img399.imageshack.us/img399/3236/metalscratches038smallpp2.jpg]
[Blocked Image: http://img399.imageshack.us/img399/3236/metalscratches038smallpp2.a77851b812.jpg]
[Blocked Image: http://img398.imageshack.us/img398/4311/metalscratches0310smallgx4.jpg]
[Blocked Image: http://img398.imageshack.us/img398/4311/metalscratches0310smallgx4.0099b40d3f.jpg]
[Blocked Image: http://img398.imageshack.us/img398/2122/metalscratches0311smalljo3.jpg]
[Blocked Image: http://img398.imageshack.us/img398/2122/metalscratches0311smalljo3.019cca5298.jpg]
Started working on some TF2 textures, possibly for a map or they might just end up in a pack of models/textures that will happen anyway if the map does. Im thinking of going with some sort of over-stylised Aztec theme. I halved the size, as to not clutter the page too bad.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/StoneWall.jpg][Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/StoneWall_Pillar.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/GreenGrass.jpg][Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/BrownDirt_normal.jpg]
Here's an in game shot, because the way Valve does their TF2 textures they really rely on the shaders to get the depth.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/TF2/stone0008.jpg]
At the moment i have the painted stripe to define team spaces, but I feel it's pretty lame to just go with the overdone painted stripe. If anyone has any other ideas it like to hear them. Also, how can i hide the view model in TF2, impulse 200 doesn't work.
r_drawviewmodel 0
Looks nice, though the grass sprites obviously don't match.
Indeed. I think the stone is a little too nintendo-cartoony tho, it doesn't look right to me.
Are you gonna make a custom detailspites.vtf to pack in the bsp?
Looks like you started with the same base texture for all of those 4 textures, right ?
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