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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Quakis
    • February 15, 2009 at 11:49 PM
    • #2,581

    Doing some TF2 style practise; Any crits and suggestions, please post them.

    [Blocked Image: http://img.photobucket.com/albums/v220/de…wallsign_01.jpg]

    The text on the sign comes from a photo a member at this forum took.

  • Nurb
    • February 26, 2009 at 12:03 PM
    • #2,582

    Looks good Quakis. Though it might need some more detail perhaps. The TF2 style is "paintery" more than "cell shaded" from what I've seen.

    --

    Just a somewhat quick one I made with photoshop and crazybump:

    [Blocked Image: http://www.claeng.com/__forumpublish/texture_concrete_tiles1.jpg]

    I'm not really happy with it yet. Think I wan't to lighten up the grouts a bit or something, and it feels somewhat grainy in places, dunno. C&C welcome.

  • Nurb
    • February 26, 2009 at 12:46 PM
    • #2,583

    Made some small tweaks, mostly tried to get rid of the grain in the normal map.

    [Blocked Image: http://www.claeng.com/portfolio/texture_concrete_tiles1.jpg]

  • PhilipK
    • February 26, 2009 at 5:36 PM
    • #2,584

    i like it, feels very stoney

  • aevirex
    • February 26, 2009 at 8:41 PM
    • #2,585

    If I were ever to hire a texture artist, it would be someone from sweden.

  • Nurb
    • February 27, 2009 at 8:05 AM
    • #2,586

    Thanks dudes

  • Nysuatro
    • February 27, 2009 at 8:25 AM
    • #2,587

    Could you tell me more about your creation proces ?

  • Nurb
    • February 27, 2009 at 9:12 AM
    • #2,588

    Well I can try.

    The diffuse started out stylized, making the grouts (aligned to grid) and doing some basic edge definition. Then I used about 4 concrete photos in overlay to create the base texture for the tiles (different concrete to different tiles to create some variation) and I also put a base texture into the grouts using the same method. After that I took a rough concrete and masked it in to make the edges of the blocks worn. Then I made some more edge definition using just a small brush and I kept going like this for a while, half painting and half adding photomaterial. I also use the healing brush to paint in som unique details from photo references. As for the normal map I just made a basic normal bake from the diffuse in crazybump, then I painted the grainyness away manually with a soft brush using the neutral 128,128,255 color. I also did a second crazybump iteration where I made a heightmap using the grouts layer to make those more defined. The resulting normalmap I overlayed over the other one (remember that it's usually good to uncheck that blue channel when you overlay normalmaps). The specular is just desaturation/playing with levels/adding a grungetexure on overlay.

    Hope that helped some atleast

  • Nysuatro
    • February 27, 2009 at 11:06 AM
    • #2,589

    yeah great, thanks

  • cardo
    • March 4, 2009 at 10:05 PM
    • #2,590
    Quote from Nysuatro

    yeah great, thanks

    lol, sounds as confused as me

    I know very little about texture creation but I think it looks amazing. It has real depth to it even without it's other layers. Great work!

  • AlexM
    • March 14, 2009 at 7:29 AM
    • #2,591

    very nice work phillipK

  • Jenn0_Bing
    • March 14, 2009 at 11:46 PM
    • #2,592

    A few of the textures i have been working on for a project at Uni. These are just an example of each style I've been putting sets together for.

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/INTROG10/City_BrickWall_002f.jpg]

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/INTROG10/City_BrickWall_003c.jpg]

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/INTROG10/City_LeadWall_001a_v3.jpg]

    Not so happy with the last one, it needs some more work.

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/INTROG10/City_BrickWall_001d_v2.jpg]

  • hessi
    • March 15, 2009 at 9:50 AM
    • #2,593

    the textures look nice! there is only one complain: many of these details you included (such as a door, window or other 3d structure) would actually be made of geometry because it would probably look too flat. taking that in mind you would create separate UV sheets for those objects instead of using a wall texture.

    other than that: really nice, sharp and clean textures! would perfectly fit into the hl2 content.

  • e-freak
    • March 15, 2009 at 9:54 AM
    • #2,594

    solid work! not sure about the first ones huge height-differences (it seems there's a step back in the middle part?, which might look a little bit random in todays engines (if it's for a close-to-eye wall).

    edit. beaten by hessi

  • Jenn0_Bing
    • March 15, 2009 at 8:29 PM
    • #2,595

    Thanks for the comments guys. Depth is a problem, I'm hoping to model out some of the bigger details like the windows, but it all depends on time I've only got just under 2 months to get this all done along with my team. I think I might drop the strength of the shadows down in the top one a bit to make it look a little shallower. I'm glad you think they'd fit with HL2's textures, as that was my plan .

  • -rt-
    • March 28, 2009 at 9:52 AM
    • #2,596

    glass test

    Images

    • test_20011.webp
      • 275.48 kB
      • 1,280 × 1,024
    • ssbump.webp
      • 44.65 kB
      • 809 × 609
  • Buddy
    • March 28, 2009 at 10:23 AM
    • #2,597
    Quote from -rt-

    glass test

    You forgot the cave.

  • -rt-
    • March 28, 2009 at 12:15 PM
    • #2,598

    What do you mean "cave" ?

  • Steppenwolf
    • March 28, 2009 at 9:46 PM
    • #2,599
    Quote from -rt-

    What do you mean "cave" ?

    i think he means the thin metal structure that usualy holds the different parts of stained glass windows together altho im not sure this would be called cave

  • Skjalg
    • March 28, 2009 at 9:58 PM
    • #2,600

    I think he means the cave in the hl2 tech thingie that we've all seen a couple of years ago, when we first ran hl2

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