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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • dux
    • August 9, 2008 at 3:12 PM
    • #2,541

    It opens from the centre

  • Punky
    • August 9, 2008 at 3:43 PM
    • #2,542

    I know that it is supposed to open like that etc, but if I would see a door in that style I just think that the planks would tile and be cut in half, oh and the house number on both of the doors is 5...

  • ⌐■_■
    • August 20, 2008 at 11:23 PM
    • #2,543

    good point

  • Punky
    • August 28, 2008 at 9:00 PM
    • #2,544

    [Blocked Image: http://www.cubeupload.com/files/d84c8ddirtground1.jpg]

    [Blocked Image: http://www.cubeupload.com/files/240f0fgate2b.jpg]

    [Blocked Image: http://www.cubeupload.com/files/a4f5b1grass1.jpg]

    [Blocked Image: http://www.cubeupload.com/files/c5cbb1grass2.jpg]

    And please do not use them without crediting me...

  • Buddy
    • August 28, 2008 at 10:20 PM
    • #2,545

    Put some moar effort in those rather than just tiling photos Add some style to it.

  • dux
    • August 28, 2008 at 10:58 PM
    • #2,546

    I can see some serious repetition going on in some of those.

  • Punky
    • August 28, 2008 at 11:20 PM
    • #2,547
    Quote from Buddy

    Put some moar effort in those rather than just tiling photos Add some style to it.

    They look good in-game, the only thing I do with them apart from tiling, is the usual, levels/hue/saturation/photo-filter... why should I give it more style? and how?

  • e-freak
    • August 29, 2008 at 9:26 PM
    • #2,548

    most basic thing would be redrawing the shape and colors and then recreate the original into the new created with stamping in details. this way you will also have an easy time making a heightmap out of the redrawn shape and stuff.

  • Quakis
    • August 29, 2008 at 11:56 PM
    • #2,549

    They look too much like photos than they do textures.

    The first/third/fourth has some very obvious and bad repetition which you really shouldn't be missing.

    [Blocked Image: http://img526.imageshack.us/img526/4121/rep01la2.th.jpg] [Blocked Image: http://img156.imageshack.us/img156/82/rep03nf1.th.jpg] [Blocked Image: http://img206.imageshack.us/img206/503/rep04ft8.th.jpg]

    The second, the shadow on the texture shouldn't even be there for starters.

    [Blocked Image: http://img172.imageshack.us/img172/121/rep02nh0.th.jpg]

    As for creating a "style" - the first phase is to make them less like photos and more constructed for game use. Just look at most textures in HL2, a lot of segments fit perfectly well on specific brush sizes such as the; doors, door frames, trimming, windows. This, I consider, is good texture design and would help a lot in your second texture posted.

    The best way is to construct a lot of segments onto specific dimensions, while basing it on the type of texture/photo you want it to look like.

  • Punky
    • August 30, 2008 at 10:12 AM
    • #2,550

    Thanks for the tips! I'll try to define some more style to my textures

  • D3ads
    • August 30, 2008 at 3:27 PM
    • #2,551

    That garage door reminds me of STALKER, good stuff.

  • merkaba
    • September 15, 2008 at 12:07 AM
    • #2,552

    Nothing big here, just a couple of textures for a sci-fi environment. I'm still very much learning with texture creation, but I have made some of my own Photoshop brushes that help a lot with dirt and stuff, and I think I may be getting generally better at structured workflow with texture creation (which for me translates to keeping layers to a minimum, and organising them into groups where I can!)

    These were rendered in 3D Studio Max, with specular and normal maps (right side). The 2nd one I am fond of, the first I think is a little weak due to the soft nature of the crevices...it was meant to look like sleek close-fitting panels, but I shall have to redo it with slimmer gaps to really achieve that, I think.

    [Blocked Image: http://www.jonchapman.net/imagebox/foliobox/2d/plainmetalplates02.jpg]

    [Blocked Image: http://www.jonchapman.net/imagebox/foliobox/2d/scifiwall01.jpg]

  • 2d-chris
    • September 29, 2008 at 4:53 PM
    • #2,553

    Very nice, I LOVE clean textures! Very Philk style

  • merkaba
    • October 3, 2008 at 9:21 AM
    • #2,554

    Thankyou, I take that as a great compliment

  • DelaZ
    • October 25, 2008 at 11:02 PM
    • #2,555

    Time lapse, creation of a 2D presentation of the SKS weapon for the new beta 3 HUD. Took me about 1 hour to create in real time.

    Made with Adobe Illustrator CS3. -> http://vimeo.com/2065855 <-

    [Blocked Image: http://users.pandora.be/desert/delaz/sks.gif]

    Other examples :

    [Blocked Image: http://users.pandora.be/desert/delaz/aksu.gif]

    [Blocked Image: http://users.pandora.be/desert/delaz/aksu.gif]

    [Blocked Image: http://ftp.insmod.net/users/DelaZ/weapon_07.gif]

  • Sa74n
    • October 30, 2008 at 8:44 PM
    • #2,556

    almost done, only little tweaks left

    [Blocked Image: http://www.envart.com/temp/insect_wip20.jpg]

  • Minos
    • October 31, 2008 at 12:11 AM
    • #2,557

    Looks pretty good. How long have you been working on it btw? 15 months?

  • dux
    • October 31, 2008 at 1:32 AM
    • #2,558

    Nice shit satan. I thought it was more like 16 months

  • Sa74n
    • October 31, 2008 at 11:13 AM
    • #2,559

    hehe, yea i started this quite a while ago. it's really just a pastime thing for me to do when i'm bored or have a few minutes to spare (and that didn't really happen lately)

  • KoKo5oVaR
    • October 31, 2008 at 12:40 PM
    • #2,560

    wow impressive satan, really cool, can we see the uvsheet ?

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