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.
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.
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.
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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.
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]
i like it, feels very stoney ![]()
If I were ever to hire a texture artist, it would be someone from sweden.
Thanks dudes ![]()
Could you tell me more about your creation proces ?
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 ![]()
yeah great, thanks
very nice work phillipK
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]
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.
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 ![]()
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
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glass test ![]()
What do you mean "cave" ?
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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