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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • kikette
    • March 8, 2014 at 12:37 AM
    • #2,861

    Hey there !

    Your texture is far too dark. It'll be a pain in ass to light a room with such a texture since it'll "drink" all bounces.

    Futhermore, for now, it looks more like a metal overlay put on a basic modelisation more than a real metallic texture. You need to add more details (seams between plates, screw, scratchs, etc) to make it more credible. The dark yellow splatter you put isn't appropriate at all too =s

    Try to study how shiny a metal could be according to its roughness, it could bring a lot into your work =)

  • Bunglo
    • March 13, 2014 at 4:16 AM
    • #2,862

    Check out my bricks bros:


  • OrnateBaboon
    • March 13, 2014 at 4:49 AM
    • #2,863

    Really nice texture. An entire set like that would be great for a CSGO map

  • Bunglo
    • March 14, 2014 at 1:35 AM
    • #2,864

    Thanks, still messing with lighting setups and materials masks in zbrush for that texture... Not a whole lot of photoshop work done to it yet.

  • Bunglo
    • March 19, 2014 at 6:41 AM
    • #2,865

    2nd go at it, think it came out a little better this time.


  • kikette
    • March 19, 2014 at 1:02 PM
    • #2,866

    Too generic imo . You should put more details into =)

  • Hipshot
    • March 21, 2014 at 11:37 AM
    • #2,867
    Quote from Sjonsson

    Now that you have come so far with these three buttons, can't you just make a really good remake of HOMM II or HOMM III? Pleeeeeeeeeeeeease?!

    EDIT: Also, nice to see some retro stuff.


    That would be awesome, however that's probably really really difficult to do, I can't see myself or anyone I know for that matter top the px-quality of Heroes 2. And the gameplay is pretty much nailed. The only thing I see that it needs is a better multiplayer, like sim-turns and a tech that works better on new comps.

  • Sjonsson
    • March 21, 2014 at 11:59 AM
    • #2,868
    Quote from Hipshot

    Now that you have come so far with these three buttons, can't you just make a really good remake of HOMM II or HOMM III? Pleeeeeeeeeeeeease?!

    EDIT: Also, nice to see some retro stuff.


    That would be awesome, however that's probably really really difficult to do, I can't see myself or anyone I know for that matter top the px-quality of Heroes 2. And the gameplay is pretty much nailed. The only thing I see that it needs is a better multiplayer, like sim-turns and a tech that works better on new comps.


    Yeah those sprites are really insane! Pretty, pretty dragons!

    Also, I agree the multiplayer is what needs to be fixed somehow. HOMM 6 had some good things going for them, such as being able to buy all your Units from any castle you control, thus removing the need of 20 "transport-unit-heroes", which was really stupid. There are some other stuff that really needs fixing gameplay-wise too, but boy do I love that game-series.

  • Bunglo
    • March 29, 2014 at 7:37 AM
    • #2,869
    Quote from kikette

    Too generic imo . You should put more details into =)


    Agree with you there, Kikette! I've moved on from the texture but you're definitely right, needs more interest.


    Here's another attempt at rock, think it came out too soft, might try and get some more prominent edge highlights to help reverse the soft look.

  • ZZZ
    • July 5, 2014 at 12:21 PM
    • #2,870

    https://marketplace.secondlife.com/p/Red-and-Gold…ed-glass-window liked this pattern.


    So I vectorized it

    [Blocked Image: http://s20.postimg.org/pmt2w4mkp/Vitral.jpg]


    Randomly picked up two marble textures on google and colorized the vectorized art


    [Blocked Image: http://s20.postimg.org/41o08ipu1/red_gold_art.jpg]

  • AnimalKingdom
    • July 14, 2014 at 2:37 AM
    • #2,871

    I need to learn how to make better normal/bump maps.

    I like some of the stuff you guys posted look like HQ work!

  • Skibur
    • July 15, 2014 at 7:27 PM
    • #2,872

    Made a optimized texture for a mobile game app.


    Turns out it seems to be a bit overkill when it comes down to color blend.


    [Blocked Image: http://i.imgur.com/sD3X6mQ.png]


    Here's the shader layout looks like;


    [Blocked Image: http://i.imgur.com/vw3IeFP.png]

  • El_Exodus
    • July 21, 2014 at 6:18 PM
    • #2,873

    My first attempt in making tileable textures. I didn't make normal maps yet. Maybe i'll do them some time.


    [Blocked Image: http://abload.de/img/steinmauer021-512x512jdcu8.jpg]


    [Blocked Image: http://abload.de/img/sand002_512x512_tileas3dba.jpg]


    [Blocked Image: http://abload.de/img/steinmauer005_1024x10refof.jpg]


    I'm satisfied with them for my 1st attempt, although i think they could be done a bit better.

  • Minos
    • July 21, 2014 at 9:15 PM
    • #2,874

    You shouldn't use pictures with direct lighting information. It makes textures look really ugly and out of place ingame since the ingame lighting will probably never match the texture lighting

  • El_Exodus
    • July 22, 2014 at 3:42 PM
    • #2,875

    That's a good point. I'll keep that in mind for my next texture attempt

  • WD
    • August 15, 2014 at 11:48 PM
    • #2,876

    Just felt like I needed to share my newest creation. I'm pretty satisfied how this wallpaper turned out in the end.


    [Blocked Image: http://i.imgur.com/ubvW7o4.jpg]

  • PogoP
    • August 16, 2014 at 1:37 AM
    • #2,877

    Looks cool man. High res tho? 2048?

  • D3ads
    • August 23, 2014 at 6:50 PM
    • #2,878
    Quote from Minos

    You shouldn't use pictures with direct lighting information. It makes textures look really ugly and out of place ingame since the ingame lighting will probably never match the texture lighting


    This. It isn't so hard to paint out the light on the photo though if you use the clone stamp carefully and paint over the dark areas slightly whilst leaving enough light information to look natural.

  • Wenceslas
    • October 3, 2014 at 11:58 PM
    • #2,879

    Usually lurking, but I flet like sharing this one today.

    [Blocked Image: http://i.imgur.com/73KlJcf.png]


    Texture Size is 512*512
    Diffuse and Normal.

  • Squeebo
    • December 29, 2014 at 5:44 AM
    • #2,880

    Random floor tile textures, 1024x1024

    [Blocked Image: http://i.imgur.com/4NWIVSFl.png]


    [Blocked Image: http://i.imgur.com/SepVle5l.png]


    [Blocked Image: http://i.imgur.com/IAUh9UWl.png]

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