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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • ShockaPop
    • August 2, 2009 at 6:50 AM
    • #2,621
    Quote from keres

    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.

    Thanks. I'll try to add more detail, but it doesn't appear as sharp as I want it to be. Oh and if someone wondering which engine i'm making that, it's Source.

  • ultradr3mer
    • August 2, 2009 at 7:02 PM
    • #2,622

    i wouldn't make a texturre from scratch. the results are simply worse than normal. (exept for spechial textures)

    so here is my version of it i just added 2 layers. 1st with rust 2nd with plaster.

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/mallwall002.jpg]

    its maybe not as clean as you wanted it but more realistic.

  • keres
    • August 10, 2009 at 6:47 AM
    • #2,623
    Quote from SotaPoika

    Thanks. I'll try to add more detail, but it doesn't appear as sharp as I want it to be. Oh and if someone wondering which engine i'm making that, it's Source.

    However, if you're planning on completely hand painting something i think that modeling a texture is the best approach (for most things, in my opinion) however you really can do better with some photorealistic overlays. It's easy to try out, head over to http://cgtextures.com and pick out a tiled rust, and mess around with blend modes. It can do wonders.

  • Nurb
    • August 11, 2009 at 7:22 AM
    • #2,624

    Even if you want to make a "clean" surface you can still add a fair amount of texture variation in the diffuse. It's mostly the spec that decides how clean the surface feels and the spec doesnt always have to go completely hand in hand with the diffuse.

  • ShockaPop
    • August 12, 2009 at 8:04 AM
    • #2,625

    Thanks for the tips, I'll try to work something out soon.

  • omega322
    • August 21, 2009 at 9:32 PM
    • #2,626

    I was working on this advert for a tf2 map I'm making, what should I add/remove/fix to give it a better feel?

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/slaughterhouse_advert.png]

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/slaughterhouse_advertcopy.png]

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/slaughterhouse_advertcopy-1.png]

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/slaughterhouse_advertcopy-2.png]

    [Blocked Image: http://i49.photobucket.com/albums/f264/omega322/slaughterhouse_advertcopy-3.png] - current

  • Zeta
    • August 22, 2009 at 2:22 PM
    • #2,627

    I'd go with a different font other than the standard TF2 text. Perhaps also don't have the 'Slaughterhouse' text overlap the skull like that.

    You could even have 'Slaughter' on one side and the 'House' on the other side of the skull.

  • omega322
    • August 22, 2009 at 2:31 PM
    • #2,628
    Quote from Zeta

    I'd go with a different font other than the standard TF2 text. Perhaps also don't have the 'Slaughterhouse' text overlap the skull like that.You could even have 'Slaughter' on one side and the 'House' on the other side of the skull.

    Okay, is there any particular font you'd recommend? Something that has a defined tf2 time frame esc feel?

  • Minos
    • August 31, 2009 at 1:32 AM
    • #2,629

    Testing some modular walls on UT3:

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/ModularWall01.jpg]

  • Sentura
    • August 31, 2009 at 1:42 AM
    • #2,630

    i think that's the second time i've ever seen good lighting in unreal - the first was in peris' abandoned colony...

  • Minos
    • August 31, 2009 at 1:45 AM
    • #2,631
    Quote from Sentura

    i think that's the second time i've ever seen good lighting in unreal - the first was in peris' abandoned colony...

    Unreal 3 is a wonderful engine too bad Epic's stuff is really busy and noisy. I'm planning on doing a clean level just because Epic's levels hurt my eyes.

  • PhilipK
    • August 31, 2009 at 3:03 AM
    • #2,632

    Looks great Mino! Love that you have some color in there

    Also, totally agree with the Epic comment. I can't stand to look at a level in UT3... All that strange blur, over the top bloom in random spots, SUPER busy textures, often badly smoothed meshes... Ok that's enough...

    Anyway, hope to see you eventually make a scene or level out of this!

  • -HP-
    • August 31, 2009 at 10:08 AM
    • #2,633

    Yep, I definitely agree with the last 4 comments!

    UE3 can be an awesome engine, if given to the hands of good artists! Look at Mirror's Edge!

    Anyway, awesome stuff minos. What's this for? Just practising or planing doing a map?

  • dux
    • August 31, 2009 at 12:26 PM
    • #2,634

    That lighting isn't rebuilt though, hence the stencil like shadows. Rebuild and post again!

  • Minos
    • August 31, 2009 at 1:49 PM
    • #2,635
    Quote from Pericolos0

    awesome simon! It looks a bit unfinished now with all the hard edges and stuff, but I'm already liking the classic nice readble deathmatch map feel it has! Something they really forgot about in unreal 3

    I forgot to set smoothing groups up for the rounded corner, that's why it looks weird

    Quote

    That lighting isn't rebuilt though, hence the stencil like shadows. Rebuild and post again!

    Yeah for some reason I hit build lighting and it kept the stencil shadows. My directional light was being shown as dynamic even though I set it to static. Go figure.

    Quote

    Yep, I definitely agree with the last 4 comments! UE3 can be an awesome engine, if given to the hands of good artists! Look at Mirror's Edge!

    Anyway, awesome stuff minos. What's this for? Just practising or planing doing a map?

    I might do a level out of this. I have lots of cool ideas in my head, like a clean colorful hi-tech office. I only want to have primary and secondary colors in this level. Something like this:

    [Blocked Image: http://www.6k.com.br/jp/wp-content/uploads/2009/04/meu_primeiro_gradiente.jpg]

  • Acumen
    • September 4, 2009 at 5:45 PM
    • #2,636

    looks very peris-h

    you studied portfolios well ^^

    looks really nice - but i don't like that spike inbetween each element, i think it looks weird from different angles somehow

  • arhurt
    • September 4, 2009 at 10:03 PM
    • #2,637

    Not exactly a texture, but I did this in about 30 min for a new forum I'm part of.

    I still think it's too dark, but will do until we get the correct template installed.

    [Blocked Image: http://warhoud.ueuo.com/WarhoundFiles/Banner.jpg]

  • Jenn0_Bing
    • September 4, 2009 at 10:39 PM
    • #2,638

    Mmmmmm, warhounds...

    I'd agree it's a bit dark though. The hazard stripes are also quite distracting, maybe make the stripes wider and less contrasty.

  • ShockaPop
    • September 5, 2009 at 9:26 PM
    • #2,639

    Something I did few days back:

    [Blocked Image: http://i260.photobucket.com/albums/ii5/SP-0n3/Textures_030909.jpg]

    These textures are mean't to be clean, I'll do dirtier versions later.

  • Acumen
    • September 6, 2009 at 9:51 AM
    • #2,640

    am i the only one who can't see arhurt's picture ?

    or was it removed intentionally?

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