Skjalg, ![]()
totally random texture thread
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lool gordon stained glass + fire
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Thought I'd look for some crit on the first of my own textures I'm planning on using. Not sure if they look "professional enough" or not.
[Blocked Image: http://i182.photobucket.com/albums/x173/jakey5027/example1.jpg]
[Blocked Image: http://i182.photobucket.com/albums/x173/jakey5027/example2.jpg]
EDIT: Oh god i just realised there is horribly obvious clone stamping on the second.
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They look good to me. All i might say is the bottom of the first is quite dark, this could only be a problem depending on where/ how you plan on using it though.
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Yay, cgtextures

They look pretty good, not great but decent for a first try, try combining many different surfaces and experimenting with layer types and opacity. Cloning is fine as well so long as you're careful to make it less obvious that bits are copied over

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Lets keep the ball rolling people

edit: sharpened a bit.
[Blocked Image: http://img31.imageshack.us/img31/8834/keres4brick05x.jpg]
I'm working on new texture for my keres4 texture set. Just 1 brick from it, i want to know how its going

on this image it doesn't look right imo, and i have no idea why
i think it's the grout. -
Quote from keres
Lets keep the ball rolling people
edit: sharpened a bit.I'm working on new texture for my keres4 texture set. Just 1 brick from it, i want to know how its going

on this image it doesn't look right imo, and i have no idea why
i think it's the grout.You need to use a different base texture for your brick, it looks more like a rough concrete surface or almost gravel.
The edges of the brick are too fine, they need to be 'distressed' some. Assuming you are using layer styles, add some noise to your inner glow.
The grout itself doesn't look too bad, but you need to work with the color a little bit.
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yeah thats what i was thinking.
im going to replace it with a new beat up brick i am working on, so i will scrap it.
another
[Blocked Image: http://img34.imageshack.us/img34/5991/keres4brick13.jpg]
almost entirely hand painted this time

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Haven't posted here in quite some time. Here's some "nextgen" stuffz.
[Blocked Image: http://pici.se/pictures/TZyrwaDLB.jpg]
This is rendered in Unreal with a 1024 diffuse, normal and material map
[Blocked Image: http://pici.se/thumbs/t_BGICMpZTY.gif] [Blocked Image: http://pici.se/thumbs/t_vfvemFtkT.gif] [Blocked Image: http://pici.se/thumbs/t_waffoqwYh.gif] [Blocked Image: http://pici.se/thumbs/t_FRCcYQIkr.gif]
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Why is your specularmap green? What gives it?
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I'm guessing color influence on it?
Sometimes normal maps look that way because the blue channel is unused on tangeant space normal maps??? idk just what ive heard.
edit:
started working on this the other day
[Blocked Image: http://img171.imageshack.us/img171/995/brick16.th.jpg]
once again mostly hand painted. Later today i will beat up the bricks and add more grunge.
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acapulco: I've simply put three different grayscale maps in the R G and B channel. The combined result always look very disco.
keres: That last texture of yours is a big improvement from the earlier ones. Still has a bit too perfect lines and a bit too little variation overall to make up for the large resolution. Offsetting a few bricks just a few pixels here and there could really make your texture feel more alive. Adding slight variation in hue and saturation on the different bricks, as well as chipping off a few corners here and there would also give you some more variation in your texture

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[Blocked Image: http://img188.imageshack.us/img188/995/brick16.th.jpg]
already done

still a wip tho
Pomperi: what does having 3 different channels for the specular map do?
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Quote from keres
[Blocked Image: http://img188.imageshack.us/img188/995/brick16.th.jpg]already done

still a wip tho
Pomperi: what does having 3 different channels for the specular map do?
on screen light is red, green, blue. combining them gives a white light. i'm thinking it looks green because of a slightly lighter green color which is not noticeable in the reflection.
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yeah, i know, but it just seems kind of weird to me... idk. I'm just used to making textures for source and q3 engines.
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WIP texture. Nearly done with the diffuse, but I'm not sure about the lamp at the top.
[Blocked Image: http://www.pixlode.com/upload/250f_preview1.png]
Theres no real specular map on it yet. Oh and in game each variation won't be quite so close to each other.
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Quote from keres
yeah, i know, but it just seems kind of weird to me... idk. I'm just used to making textures for source and q3 engines.
It probably contains a glossiness map in one of the channels and the specular in another. Seeing as that texture has both metal and stone in it, a glossiness texture would help make each material type stand out more.
It's a cool texture btw pomperi, liking the style

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ahhhh, that makes a lot more sense.
i need to start making my textures with models, heh.
anyone want to hook a brotha up with a .max scene of "how it's done"?
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Suggestions, feedback, comments:
[Blocked Image: http://i260.photobucket.com/albums/ii5/SP-0n3/mallwall001.jpg]
It tiles perfectly and also it's made from scratch. It's going to be wall texture for mall. And I'm very noob at these, it's like first proper wall texture I have made.
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its a bit way too clean and simplistic. impressive for being a "noob" at hand painting. It doesnt quite look like a right texture for a mall, but it's definitely a start. you could try playing around more with the transition from the white to dark places. right now its just kinda a single perfectly straight shadow.
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