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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • ElectroSheep
    • April 23, 2011 at 9:10 PM
    • #2,721

    Aye, thanks HP

    I have some new one :

    [Blocked Image: http://www.minerality.fr/images/textures/previews/texture0001.jpg]

    But i should find a project to help me making interesting materials.

  • ReFlex
    • May 13, 2011 at 8:18 PM
    • #2,722

    *reanimate" //lat post Sat Apr 23, 2011 3:10 pm

    I'm working on HD tracktextures for Minecraft, I will release a SDK with miscellaneous types and materials... normalmaps too

    wip render:

    http://www.huizkistn.at/rumplkistn/mode ... s_wip4.jpg

    ingame test:

    http://www.huizkistn.at/rumplkistn/mode ... s_wip5.jpg

  • JamesKing3d
    • June 3, 2011 at 8:48 PM
    • #2,723

    3Dnj - fantastic subway floor textures. knew asap what it was. (if thats not what it's based on, then ohh well.)

    anyhow, here are 4 textures i'm working on, and their use on modular environment pieces for a game called Radiant Escape.

    [Blocked Image: http://i.imgur.com/XfXFJ.jpg]

    [Blocked Image: http://i.imgur.com/jAQc5.jpg]

    render from maya, roughly the lighting we want.

    [Blocked Image: http://i.imgur.com/xygI5.jpg]

    [Blocked Image: http://i.imgur.com/ePYeM.jpg]

    2 screen caps from Unity, with point lights dropped in to show spec and normals.

    James

    * EDIT: these are still WIP, alot of the UVs are not quite lined up correctly, and subsequently the diffuse/normals sometimes look weird....

  • keres
    • June 4, 2011 at 1:47 AM
    • #2,724

    I think you could use more geometry. Also, try painting scratches into your specular. They will show off nicely

    Here's a material I was working on a little bit ago w/ a new zbrush workflow

    [Blocked Image: http://keres.satgnu.net/gallery/tiles01_preview.jpg]

  • 2d-chris
    • June 6, 2011 at 5:40 PM
    • #2,725

    you've just blown an entire maps memory on a tile texture

    Downscale that sucker or you'll look like you have no idea about texture memory limits (keep the 2k and maybe mention it could be used for some next gen game)

  • FreeFall
    • June 18, 2011 at 8:06 AM
    • #2,726

    Got bored, this happened.

    [Blocked Image: http://dl.dropbox.com/u/17570140/hlstyletexes.jpg]

  • PogoP
    • June 18, 2011 at 12:39 PM
    • #2,727

    The texture is really noisy and reads more like concrete than metal. Take some of that noise out and look at reference for metallic surfaces. All your detail is really fine, you need more broad detail. Most of those scratches won't be visible from far away, and the texture will look quite bland.

  • keres
    • June 22, 2011 at 3:31 AM
    • #2,728
    Quote from 2d-chris

    you've just blown an entire maps memory on a tile texture Downscale that sucker or you'll look like you have no idea about texture memory limits (keep the 2k and maybe mention it could be used for some next gen game)

    I purposely made it larger for the sake of scaling it down.

    Please tell me why this material looks awful. I tried going for the aged & cold mental asylum look, but I don't think it turned out well.

    [Blocked Image: http://i.imgur.com/ViSv6.jpg]

  • PogoP
    • June 22, 2011 at 9:16 AM
    • #2,729

    It doesn't look bad, but it is just very monotone atm, and a little noisy. Try painting in a little more detail, and getting a tiny bit of colour variation in there. Also, work on your specular a little more, don't just slightly alter the dif.

  • Steppenwolf
    • June 26, 2011 at 8:01 PM
    • #2,730

    Was messing around with ndo and photoshop today. I'm not happy with the background of the normal map but the rest turned out ok imo.

    [Blocked Image: http://i.imgur.com/HFPqZ.jpg]

  • keres
    • June 27, 2011 at 4:57 PM
    • #2,731

    Wow, looking great Steppenwolf! You could try masking the ornament off and replacing the background. It's a different color enough that I'll bet you could just take a channel as a selection and touch it up.

  • Steppenwolf
    • June 27, 2011 at 6:00 PM
    • #2,732

    I will redo the background following one of philk's tutorials when i find the time. The problem was that i worked on the background in wrong order. should have started with the normal map first instead of the diffuse. Shouldn't be too hard to combine a new background with the gold thingy because i generated the normal for this on a different layer with a clean background.

  • Steppenwolf
    • June 28, 2011 at 1:35 AM
    • #2,733

    Gave the background another try tonight:

    [Blocked Image: http://i.imgur.com/rYwqU.jpg]

  • Steppenwolf
    • July 2, 2011 at 3:57 PM
    • #2,734

    Followed one of Philk's tutorials to improve my texturing skills. I used nDo for the normal map.

    [Blocked Image: http://i.imgur.com/MRkMT.jpg]

  • ElectroSheep
    • July 2, 2011 at 4:20 PM
    • #2,735

    That's sweet steppenwolf

    I was looking for a scene project to make a lot of texture like this but... I don't find a serious idea of scene

  • Tschoppo
    • July 7, 2011 at 1:51 AM
    • #2,736

    First Texture ever..

    made from reference with GIMP

    [Blocked Image: http://i1192.photobucket.com/albums/aa326/Tschoppo/burned_wood.png]

  • keres
    • July 8, 2011 at 4:44 PM
    • #2,737

    Decent for a first attempt, I guess, but to be honest I don't really know what it is.

  • Buddy
    • July 8, 2011 at 4:44 PM
    • #2,738

    Its burnt wood planks I'm rather sure.

  • TermInator525
    • August 1, 2011 at 4:42 PM
    • #2,739

    this is the old version made in 2008 with very low texturemaking skills

    http://cloud.steampowered.com/ugc/57780 ... 9E6AE4DDB/

    and now the new one. i hope you'll like it

    http://cloud.steampowered.com/ugc/57780 ... CD911AE2F/

  • Jenn0_Bing
    • August 2, 2011 at 10:35 AM
    • #2,740

    Much better. Have you looked into DecalModulate? Could help make that look even more like it's painted onto the metal floor.

    http://developer.valvesoftware.com/wiki ... alModulate

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