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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • grapen
    • February 15, 2017 at 7:59 PM
    • #3,001
    Quote from grapen

    12 hours ago, grapen said: Looking forward to checking out the new nodes in 6.

    I got this in my steam inbox a few hours after that post. Am I being watched? ;)

    The content cannot be displayed because it is no longer available.

  • Steppenwolf
    • February 16, 2017 at 12:05 AM
    • #3,002

    Awesome Jenn0! The new curve editor is super nice. Will be super useful for ornamental things and things like trim textures.

    Some crap i was working on last night. Need to polish them turds a bit more before i make marmoset beauty shits shots.

  • Minos
    • February 16, 2017 at 2:07 AM
    • #3,003
    Quote from Steppenwolf

    2 hours ago, Steppenwolf said: Awesome Jenn0! The new curve editor is super nice. Will be super useful for ornamental things and things like trim textures.

    Some crap i was working on last night. Need to polish them turds a bit more before i make marmoset beauty shits shots.

    That's some good shit right there son

  • Steppenwolf
    • February 19, 2017 at 1:50 AM
    • #3,004

    Was just messing around with some patterns and curves, ended up with a cool panel type thing.


  • grapen
    • February 22, 2017 at 2:47 PM
    • #3,005

    Was playing For Honor last night and noticed this cool brick material on a castle wall, it looked almost oily. Got inspired and wanted to make something similar.

    The content cannot be displayed because it is no longer available.

  • grapen
    • February 22, 2017 at 10:28 PM
    • #3,006

    Following up on the previous post. I duplicated the brick material, removed the brick height information and tweaked the colors and cracks a bit and made that into a worldvertextransition:

    The content cannot be displayed because it is no longer available.

  • WD
    • February 23, 2017 at 7:17 AM
    • #3,007

    After seeing these, sculpting or even using photoshop feels like a fool's errand.

  • grapen
    • February 23, 2017 at 9:53 AM
    • #3,008
    Quote from WD

    2 hours ago, WD said: After seeing these, sculpting or even using photoshop feels like a fool's errand.

    If you value time, I'd say so, yes :D I spent an hour on that material, from booting up SD to saving the vtf's, most of which was spent nitpicking the colors. Then again, if I was making something like a plaque of a lion's face to be a part of a stone material, I would sculpt it and import it to SD. But I'm just an amateur, there are probably other means to doing that.

  • Steppenwolf
    • February 23, 2017 at 8:24 PM
    • #3,009

    You can't do everything in SD yet. It's difficult to make perspectival objects, say variations of bricks for a rubble texture that show three sides at a time. It's also very difficult to place such things procedurally without cutting and blending too obviously into each other. Also you can't do shape profiles along a spline or things like that. But at the rate Allegorithmic improves their software i wouldn't be surprised to see some next level shit happening within the next 2-3 years.

    Photoshop i haven't opened for almost a year aside from some oldschool source engine texturing and sign decals that i made.

  • grapen
    • February 24, 2017 at 3:42 PM
    • #3,010
    Quote from Steppenwolf

    19 hours ago, Steppenwolf said: You can't do everything in SD yet. It's difficult to make perspectival objects, say variations of bricks for a rubble texture that show three sides at a time. It's also very difficult to place such things procedurally without cutting and blending too obviously into each other. Also you can't do shape profiles along a spline or things like that. But at the rate Allegorithmic improves their software i wouldn't be surprised to see some next level shit happening within the next 2-3 years.

    Photoshop i haven't opened for almost a year aside from some oldschool source engine texturing and sign decals that i made.

    Got any good ideas of how to handle irregular patterns in general? When I make an opus pattern for example, I have to resort to making the initial layout in Photoshop. I've seen some stellar looking irregular brickwork and I just can't figure out how the artist did it. I've tried experimenting with FX-maps, histograms, distance, levels etc.

  • Steppenwolf
    • February 24, 2017 at 3:49 PM
    • #3,011

    You can make the base pattern from shape nodes (use transform 2d and blend nodes to assemble) before feeding it into a tile sampler. For height variations on patterns created that way you can use the filter random node that i linked two pages earlier.

  • Steppenwolf
    • February 24, 2017 at 4:15 PM
    • #3,012

    Just took a closer look into your opus pattern. It's quite complicated to set this up by hand so in order to make this work decently it would definitely take some scripting with fx maps and/or pixel processor.

    Someone made a opus pattern generator already. You can jus open the sbs to see how he did it https://share.allegorithmic.com/libraries/1962

  • Sprony
    • February 26, 2017 at 10:14 AM
    • #3,013

    I always enjoy seeing members giving each other good advice.

  • Sjonsson
    • February 26, 2017 at 10:47 AM
    • #3,014
    Quote from Vorontsov

    On 2017-02-10 at 3:05 PM, Vorontsov said: Optional misc. I don't want to clutter the post :).

    http://# Reveal hidden contents Diffuse | Heightmap | Normalmap | Roughness

    [Blocked Image: https://i.imgur.com/1suqyLw.png]

    Substance Graph

    [Blocked Image: https://i.imgur.com/113oXCX.png]

    In-game comparing normalmap vs no normalmap.

    [Blocked Image: https://i.imgur.com/TOExa6Q.jpg]

    [Blocked Image: https://i.imgur.com/slQwxxQ.jpg]

    Display More

    I think some of the bricks could use a bit more of definition around their edges. A bit like this:[Blocked Image: http://imgur.com/xUM8un0.jpg]

  • esspho
    • February 26, 2017 at 9:30 PM
    • #3,015

    I made some bricks, too.

    [Blocked Image: http://i.imgur.com/4q6ImBV.jpg]

  • cashed
    • February 27, 2017 at 3:09 PM
    • #3,016
    Quote from grapen

    On 2/22/2017 at 5:28 PM, grapen said: Following up on the previous post. I duplicated the brick material, removed the brick height information and tweaked the colors and cracks a bit and made that into a worldvertextransition:

    The content cannot be displayed because it is no longer available.

    Nice work! Did you make the Blend Modulate in SD as well?

  • grapen
    • February 27, 2017 at 5:22 PM
    • #3,017
    Quote from cashed

    2 hours ago, cashed said: Nice work! Did you make the Blend Modulate in SD as well?

    No the modulate was a quick and dirty photoshop job. Now that you mention it though, I should explore that option. All optimization is good optimization =)

  • Steppenwolf
    • March 1, 2017 at 6:03 PM
    • #3,018

    [Blocked Image: http://i.imgur.com/hK4U6zm.jpg]

  • Jenn0_Bing
    • March 1, 2017 at 7:30 PM
    • #3,019

    That's awesomely gross.

  • Steppenwolf
    • March 1, 2017 at 7:36 PM
    • #3,020

    It's so much fun to make gross substances. Experiment with different input:


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