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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Muffin
    • March 15, 2015 at 3:24 PM
    • #2,881

    Anyone have a good tutorial (written or video) on how to make good textures like this with only free software?

  • kikette
    • March 16, 2015 at 8:45 AM
    • #2,882

    With The Gimp you are supposed to do the same stuff than with Photoshop (not sure).

    Btw, if you want a quick result, just take the Tiled version of each texture proposed on CG Textures, it'll be far enough for Counterstrike I guess =)

  • Thewhaleman
    • September 7, 2015 at 1:59 PM
    • #2,883

    Messing about with hand painted textures...Smidge to dark...

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

  • kikette
    • September 8, 2015 at 1:09 PM
    • #2,884

    So sad ! Add some color, mate ! The reality is more colorful than that !

    And be smoother with your Ambient occlusion. When your textures will be frontlit by a sunlight or what else, it'll stay dark and shaded.

  • Sigma
    • December 19, 2015 at 5:25 PM
    • #2,885

    [Blocked Image: http://i.imgur.com/7XPXsda.png]


    [Blocked Image: http://i.imgur.com/axy8tAm.jpg]


    [Blocked Image: http://i.imgur.com/8L82FH2.jpg]


    Working on procedurally generated PBR textures. Trying to get better at them so I can incorporate into 3d meshes and environments.

  • Utopia
    • December 31, 2015 at 3:35 AM
    • #2,886

    What's good camera for taking photos that will be used as textures?

  • _RC
    • February 12, 2016 at 8:18 AM
    • #2,887

    I'll just use this thread for a short question for the people who have been on these forums for a long time:

    If i remember right, there was a community project on redoing the half-life 1 textures in hi-res on mapcore.

    I can only find this thread:


    But it is not the thread i was looking for. There was a thread where all the people posted the textures they've remade.

    Does it still exists or did anyone ever made a .WAD file that could still be found somewhere?

  • tomm
    • February 24, 2016 at 1:10 PM
    • #2,888

    wrote this little script with my limited coding skills to streamline the process of getting textures into source, vidya

    although it's very basic it already saves a ton of time.

  • Vorontsov
    • March 3, 2016 at 8:28 PM
    • #2,889

    [Blocked Image: https://i.imgur.com/Py1xvzl.png]

    Made a small cube model aswell so I could preview future textures easily when it comes to normalmaps, specular and such.

  • duscodick
    • March 9, 2016 at 10:14 PM
    • #2,890
    Quote from tomm

    wrote this little script with my limited coding skills to streamline the process of getting textures into source, vidya

    although it's very basic it already saves a ton of time.

    Care to share it? This would be a lifesaver.

  • tomm
    • March 9, 2016 at 11:03 PM
    • #2,891
    Quote from duscodick

    Care to share it? This would be a lifesaver.

    sure thing, I'll have to figure out how to distribute it. Otherwise it relies on you having python 2.7 installed + a few external modules, which sucks.

    I'll look into it tomorrow.

  • MaanMan
    • March 23, 2016 at 7:48 PM
    • #2,892

    Just made my first texture!

    Spoiler

  • Vorontsov
    • March 23, 2016 at 9:18 PM
    • #2,893
    Quote from MaanMan

    1 hour ago, MaanMan said: Just made my first texture!

    http://# Hide contents

    White highlight very strong, looks a bit cartoony aswell. Not bad for your first texture from scratch! I assume the black "seams" shouldn't have the colour bleeding into them noisy aswell. Tone down highlight or remove completely (since light info inside your diffuse textures is usually not that good) and you got a solid first pass, then you keep adding more shit to it pass after pass until yer happy. These are ground tiles, so a lot of more wear, scratches & holes.

  • Minos
    • March 24, 2016 at 8:50 PM
    • #2,894

    Made some materials with the new DDO yesterday (the plaster is a blend material).


    [Blocked Image: http://www.thiagoklafke.com/misc/temp/sampa_vr_02.jpg]

  • MaanMan
    • March 25, 2016 at 12:15 AM
    • #2,895
    Quote from Vorontsov

    On 3/23/2016 at 3:18 PM, Vorontsov said: White highlight very strong, looks a bit cartoony aswell. Not bad for your first texture from scratch! I assume the black "seams" shouldn't have the colour bleeding into them noisy aswell. Tone down highlight or remove completely (since light info inside your diffuse textures is usually not that good) and you got a solid first pass, then you keep adding more shit to it pass after pass until yer happy. These are ground tiles, so a lot of more wear, scratches & holes.

    Thanks for the feedback, I've touch the texture up and made two more based off it.

    Spoiler

  • Vorontsov
    • March 25, 2016 at 11:55 AM
    • #2,896

    Now yer fucking cooking /emoticons/biggrin@2x.png 2x" title=":D" width="15">

  • MaanMan
    • March 26, 2016 at 8:29 AM
    • #2,897

    If anyone wants my textures let me know, they are just going to sit around until my hard drive dies.

    Spoiler

  • kikette
    • March 30, 2016 at 8:29 AM
    • #2,898

    Try to add few different color now /emoticons/smile@2x.png 2x" title=":)" width="15"> You are just producing brownish texture since the begining ^^

  • guerilla
    • April 13, 2016 at 4:01 PM
    • #2,899

    Hi,

    I want to get into making custom textures really badly :D.I always wonder how are they made ? I just want to know some ways of making them. How do you guys make them yourself ? Do you paint them in GIMP or Photoshop or do you go out and take pictures of things in real life which fit your wanted texture ? I would be very happy if someone could help me with that :)

  • Vorontsov
    • April 13, 2016 at 10:26 PM
    • #2,900

    I do both procedurally & photoshop. I use Substance Designer for non-destructive texture creation, haven't used it for my models at all. I don't use it as often as I use photoshop for everything. Download reference or take pictures of your own & start photosourcing and editing everything together. Cgtextures / Episcura are nice websites if you don't take pictures of your own. I'm not good at explaining how to make a texture that doesn't look like shit, it's just something you will pick up eventually through failure and watching lessons of people better than you doing their thing.

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