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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Buddy
    • September 6, 2009 at 9:58 AM
    • #2,641
    Quote

    ":1egj8cl4]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?

    Mirrors Edge had lighting part revamped (radiosity calc) so its not really your usualy stock UE3.

  • alecmoody
    • October 12, 2009 at 10:38 PM
    • #2,642

    Some textures I have painted in the last few weeks:

    all of which are made from a combination of hand painting and my texture photo library.

  • 2d-chris
    • October 13, 2009 at 9:03 AM
    • #2,643

    Nice, nice

  • aaron_da_killa
    • November 12, 2009 at 11:39 AM
    • #2,644

    Great stuff man!

  • FreeFall
    • May 4, 2010 at 9:44 AM
    • #2,645

    Walls watwat

    [Blocked Image: http://fc08.deviantart.net/fs71/o/2010/122/3/1/3199fa94ad2ad7aa44020328d69b37af.jpg]

    [Blocked Image: http://fc09.deviantart.net/fs70/o/2010/123/2/d/2dd65599578456c8f0ac8aa60285d548.jpg]

  • 2d-chris
    • May 7, 2010 at 9:07 AM
    • #2,646

    nice

  • Sindwiller
    • May 7, 2010 at 11:48 AM
    • #2,647

    Definitely top-notch stuff

  • Sindwiller
    • May 8, 2010 at 12:45 PM
    • #2,648

    [Blocked Image: http://rgames.tuxfamily.org/wp-content/scifi_floortile_diff.png]

    My first attempt at a texture completely done from scratch, which I actually remade a few times because I was either not satisfied with it or I lost the diffuse along the process. I'll call the set... "SciFi Bathtiles for Cats"

  • Minos
    • May 10, 2010 at 3:18 AM
    • #2,649

    Not bad Sind! You could try to overlay some photos to give an extra layer of detail. Just keep it subtle (like 10% or so of opacity) and it should look good

    Here's a sci-fi wall texture I made for a scene I'm working on:

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_wall01.jpg]

    max's standard dx9 shader doesn't do specular maps justice though (too lazy to grab a proper shader)

  • jaboo224
    • May 10, 2010 at 3:54 AM
    • #2,650

    woah! i like what i see minos :}!

  • deceiver
    • May 10, 2010 at 5:41 AM
    • #2,651

    Looking good, I'd maybe add a bit more of surface detail in the diffuse though to give it a bit more of variation/nuance. As it is now, just looks like plain colors.

  • PogoP
    • May 10, 2010 at 11:50 AM
    • #2,652

    This is my first ever 2d texture... From a high poly model baked onto a 2d plane. It just looks a little boring... Where am I going wrong? It's a wallpaper so it wouldn't be really grimy, I can't think of what to add!

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/shot1.jpg]

  • 2d-chris
    • May 10, 2010 at 12:17 PM
    • #2,653

    too shiney, needs grime looks more like an ikea showroom painted wall than something you'd find in a game, if it's wallpaper make it look like wallpaper (stripes) bottom part rather than being freshly painted could be wood panels to give you some lines.

  • Synthesizer
    • May 10, 2010 at 12:19 PM
    • #2,654

    If not grime then at least a bit of variation, mostly in the specular if you're wanting to keep it clean.

  • Jenn0_Bing
    • May 10, 2010 at 12:50 PM
    • #2,655

    Hey, hope you don't mind but I did some work over the top of your texture. Your off to a solid start, I know you want it to be clean but don't be afraid to add a little grime, unless it's 100% brand new or in a lab clean room it's going to get scuffed and a little dirty. Most of what I have done is just overlay some slight grunge layers to add some colour variation, they are mostly on overlay blend mode with 10-30% opacity. I included some seams in the paper, and added some wood panels to the area of the bottom to sell the construction of the wall. The trim along the top is just a personal thing, and increased the contrast between the trim and the wood panels.

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

    I can send you the .psd if you want, drop me a line next time your on msn.

  • PogoP
    • May 10, 2010 at 12:57 PM
    • #2,656

    Thanks guys! Texturing is a definite weak point of mine so all your tips are really helpful.

    Mark, I'll message you on msn later, cheers!

  • Sentura
    • May 10, 2010 at 1:23 PM
    • #2,657

    wow that looks excellent jenn0

  • ElectroSheep
    • May 12, 2010 at 5:43 PM
    • #2,658

    A generic wall I made yesterday for UT3 with a photo :

    [Blocked Image: http://infographie-heaj.be/levillainvalentin/files/2010/05/texture.jpg]

  • hessi
    • May 12, 2010 at 6:58 PM
    • #2,659
    Quote from PogoP

    This is my first ever 2d texture... From a high poly model baked onto a 2d plane. It just looks a little boring... Where am I going wrong? It's a wallpaper so it wouldn't be really grimy, I can't think of what to add![Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/shot1.jpg]

    judging from the style i would refer to my dod_kolsch textures. i don't have that many screenshots that show them in close detail, but you could add some vertical elements like beams as well as some trims at the top.

    http://www.thomashess.net/wp-content/up ... street.jpg

    http://www.thomashess.net/wp-content/up ... _dome2.jpg

  • PogoP
    • May 12, 2010 at 9:35 PM
    • #2,660

    Thanks Hessi! I'll come back to this texture soon

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