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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • -rt-
    • May 8, 2008 at 9:36 PM
    • #2,481

    Hand made textures

    Draw jn paper then scen

  • Seldoon182
    • May 8, 2008 at 11:31 PM
    • #2,482

    -rt- go apply to ACE team the maker of Zeno Clash...

  • Nurb
    • May 9, 2008 at 6:30 AM
    • #2,483

    What on earth is that thing and why is it leaking gas? o_o

  • -rt-
    • May 9, 2008 at 12:01 PM
    • #2,484

    it is canalisation lid

  • Sindwiller
    • May 9, 2008 at 6:02 PM
    • #2,485
    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

  • Mr. Happy
    • May 10, 2008 at 6:52 PM
    • #2,486

    [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

  • -rt-
    • May 10, 2008 at 7:40 PM
    • #2,487

    1-render texture or photo?!

    2-nice like dust

  • Punky
    • May 10, 2008 at 8:57 PM
    • #2,488

    The first adobe-texture needs to be more red/darker imo.

  • Mr. Happy
    • May 10, 2008 at 11:32 PM
    • #2,489

    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

  • BJA
    • May 16, 2008 at 7:29 PM
    • #2,490

    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:

    http://www.bja-design.de/different/door02_overview.jpg

  • Minos
    • May 17, 2008 at 1:50 PM
    • #2,491

    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

  • -HP-
    • May 17, 2008 at 4:49 PM
    • #2,492

    Nice links Minos!

  • BJA
    • May 17, 2008 at 10:02 PM
    • #2,493

    Yep, thanks for the reply Minos, very helpful!

  • -HP-
    • May 20, 2008 at 3:53 PM
    • #2,494

    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]

  • -HP-
    • May 22, 2008 at 9:47 PM
    • #2,495
    Quote from BJA

    Btw. 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.

  • rockdude86
    • May 26, 2008 at 4:53 PM
    • #2,496

    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]

  • Jenn0_Bing
    • June 14, 2008 at 6:51 PM
    • #2,497

    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.

  • DvS
    • June 14, 2008 at 7:34 PM
    • #2,498

    r_drawviewmodel 0

    Looks nice, though the grass sprites obviously don't match.

  • Mr. Happy
    • June 15, 2008 at 11:31 AM
    • #2,499

    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?

  • Seldoon182
    • June 15, 2008 at 5:27 PM
    • #2,500

    Looks like you started with the same base texture for all of those 4 textures, right ?

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