i redid a Texture from PhillipK´s Scifi Texturepack just to learn Texturing ....
100% selfmade no copy paste...
Hope its okay for the First real Try
[Blocked Image: http://imageshack.us/a/img819/9519/challange1.png]
i redid a Texture from PhillipK´s Scifi Texturepack just to learn Texturing ....
100% selfmade no copy paste...
Hope its okay for the First real Try
[Blocked Image: http://imageshack.us/a/img819/9519/challange1.png]
Nice for a first try but I think that your metal looks a bit too "cloody". Maybe you ought to put some sharp to your variation transition ?
Thanks Kikette
i try to fix that for future Textures !
Some new Progress ![]()
Normal Version:
[Blocked Image: http://imageshack.us/a/img571/7109/floor1a.png]
[Blocked Image: http://imageshack.us/a/img37/999/floor1e.png]
Brown Version:
[Blocked Image: http://imageshack.us/a/img715/8961/floor2a.png]
[Blocked Image: http://imageshack.us/a/img842/8961/floor2a.png]
Dark Version:
[Blocked Image: http://imageshack.us/a/img72/4262/floor3a.png]
[Blocked Image: http://imageshack.us/a/img5/5406/floor3.png]
Clean Version:
[Blocked Image: http://imageshack.us/a/img541/6390/floor4a.png]
[Blocked Image: http://imageshack.us/a/img822/8247/floor4.png]
Rusty Version:
[Blocked Image: http://imageshack.us/a/img217/7323/floor5a.png]
[Blocked Image: http://imageshack.us/a/img818/562/floor5.png]
Comments are welcome ![]()
Looks like good practice, but I think your textures are to noisy both in details and the overall cloudiness mentioned above. Also there seems to be light information baked in to the bevels which you would probably want in your normals instead.
you appear to be trying to simulate what would normally be a 4 different texture shader setup with a single diffuse - how do these look with normal maps, gloss/spec and some lighting?
I'm just gonna post this little super-HQ beetle wip I'm working on =)
8 directions, it will have idle, walk and attack animations.
[Blocked Image: http://zfight.com/misc/images/beetle.gif]
edit: Uh, it will also have legs...
I finished my concept map Florentine Library a while ago and I thought it is about time I release the textures, so all of you can have fun creating floating palaces in the sky!
Texture pack web page : http://www.simonoc.com/pages/materials/tppalace/index.htm
The textures are a mixture of different resolutions (512x512 and 1024x1024) and there is only the diffuse layer, I am sure if someone wants to use them they can create the other texture layers.
Oh by the way, Happy Christmas everyone! ![]()
Here is some texture examples, more on my page:
[Blocked Image: http://www.simonoc.com/images/materials/tppalace/stonewall1.gif][Blocked Image: http://www.simonoc.com/images/materials/tppalace/marblewall1.gif]
[Blocked Image: http://www.simonoc.com/images/materials/tppalace/marbletrim1.gif][Blocked Image: http://www.simonoc.com/images/materials/tppalace/marbletrim2.gif]
[Blocked Image: http://www.simonoc.com/images/materials/tppalace/vaultceiling1.gif][Blocked Image: http://www.simonoc.com/images/materials/tppalace/doorframe1.gif]
Nice textures!
Hey, I just made a stonefloor texture with some photos like this I took :
http://www.minerality.fr/images/maps/csgo/DSCF0256.JPG
I put it on csgo with a blend mask :
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-01-02_00001.jpg]
Unfortunatly I made spec maps but we can't use them with a blending shader ![]()
Edit :
[Blocked Image: http://www.minerality.fr/images/maps/csgo/Stone_prev%20copy.jpg]
Looks nice ! But under the snow, does the pepples aren't supposed to be wet (darker in that case because you can't use spec you said) ?
Yeah, it could be cool if there were a wet transition ![]()
Quote from 3DnjHey, I just made a stonefloor texture with some photos like this I took :
http://www.minerality.fr/images/maps/csgo/DSCF0256.JPG
I put it on csgo with a blend mask :
Unfortunatly I made spec maps but we can't use them with a blending shader
Are you using WorldVertexTransition? If you are, you can use $normalmapalphaenvmapmask 1.
Example from l4d2:
QuoteDisplay MoreWorldVertexTransition
{
$basetexture "concrete/blacktop_ext_01"
$basetexture2 "concrete/blacktop_ext_02"
$ssbump 1
$bumpmap "concrete/blacktop_ext_01_height-ssbump"
$SSBumpMathFix 1
$surfaceprop concrete
$surfaceprop2 concrete
$envmap env_cubemap
$normalmapalphaenvmapmask 1
$envmaptint "[.1 .1 .1]"
"%keywords" l4d2
}
For some reason, they use "LightmappedGeneric" for blend texture now in csgo, but it looks the same as "WorldVertexTransition".
Also, $normalmapalphaenvmapmask works but kill the blendmodulatetexture ![]()
My material :
QuoteDisplay MoreLightmappedGeneric{
$basetexture2 "de_summitStoneFloor01_diff"
$bumpmap2 "de_summitStoneFloor01_nmap"
$surfaceprop2 "stone"
$basetexture "de_summitSnow01_diff"
$bumpmap "de_summitSnow01_nmap"
$surfaceprop "snow"
$blendmodulatetexture "de_summitStoneToSnow_blend"
$envmap env_cubemap
$normalmapalphaenvmapmask 1
$envmapcontrast 1
$envmapsaturation ".5"
$envmaptint "[.1 .1 .1]"
"%keywords" 3Dnj
}
Quote from 3DnjFor some reason, they use "LightmappedGeneric" for blend texture now in csgo, but it looks the same as "WorldVertexTransition".
Also, $normalmapalphaenvmapmask works but kill the blendmodulatetexture
My material :
Try $envmapmask
It should work with blendmodulatetexture according to this
Quote
- Incompatible with $normalmapalphaenvmapmask (use $envmapmask instead).
Lol, I was on this page early but I didn't see that : Incompatible with $normalmapalphaenvmapmask (use $envmapmask instead). ![]()
I will try this thanks.
Well this sort of has to do with texturing ![]()
I found that when photosampling for tiles, I got a good result by taking a whole bunch of random squares in the image to break up some of the coherent details. This would take a long time for textures with a whole lot of tiles, so I wrote a tool to do all of it for me. You could even use it for bricks (or anything square-like.)
This is a good test case: (clearly not a production texture, just as a test)
[Blocked Image: http://i.imgur.com/fuagC.jpg]
can you share the tool ![]()
yes please ![]()
Sounds really cool !
Absolutely
I plan on doing some more work on it today, including adding a little GUI with Qt. I'll see where it can be uploaded after that is done.
Edit: Screw Qt. I tried all this morning to get both 4.x and 5.x running with vs2010/2012 and mingw to no avail.
Edit again: it's a command line tool. Nothing wrong with that!
Windows build is good to go, and I plan on compiling the mac version either late tonight or early tomorrow and then I'll upload it all in one zip.
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