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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • DaanO
    • June 22, 2005 at 11:18 AM
    • #201

    Minor stuff no, but i wouldn't call this minor

  • Zacker
    • June 22, 2005 at 1:16 PM
    • #202

    I don't think it matters much. Any decent mapper are not going to have a such huge face without anything on it, just as sensee said.

  • Kosmo
    • June 22, 2005 at 2:05 PM
    • #203

    I agree with Zacker and sensee, a crappy mapper will make any texture look fugly, even the ones that tile beautifully, a good mapper will make use of that texture just in the right place in the right way.

    But still, jamin don't ignore the advice just because what I said, good textures can make a good map look super awesome

  • DaanO
    • June 25, 2005 at 2:09 AM
    • #204

    A quickie. Personally i like how well the hand-drawn stuff fits together with the photo sources in this texture. Made a series of textures of this kind by the way.

    http://forum.counter-strike.nl/attachme ... 4025&stc=1

  • sensee
    • June 25, 2005 at 8:39 AM
    • #205

    Looks fantastic!

    But somehow such textures in-game never look like they're supposed to do. I can't explain it, it's just a feeling

  • csharp
    • June 25, 2005 at 12:18 PM
    • #206
    Quote from sensee

    Looks fantastic!But somehow such textures in-game never look like they're supposed to do. I can't explain it, it's just a feeling

    i have that same feeling too :roll:

  • DaanO
    • June 25, 2005 at 1:46 PM
    • #207

    Well i'm making a whole texture set like that. I think the most important thing when it comes to texture is being consequent in style. If every texture is in the same style things usually work out. Let's just see

  • sensee
    • June 25, 2005 at 2:48 PM
    • #208

    I guess it's just my fear of phototextures being too photo-like.

    Anyway, post some wip ingame stuff as soon as you are ready to show-off

  • DaanO
    • June 25, 2005 at 3:19 PM
    • #209

    Will do

    I know what you mean, it looks like a photo even though it isn't. Let's just see how it looks ingame

    Got it to work ingame (ah the old days with Wally were easier , applied it to architecture and all, and it looks pretty good.

  • csharp
    • June 26, 2005 at 1:52 PM
    • #210

    so can you show even one screenshot? please

  • DaanO
    • June 26, 2005 at 5:32 PM
    • #211

    Once i get these custom models to work

    Which is right now. These are just a few tests, map took me a few hours to make.

    http://subspace.homeunix.net/~daan/ext/ ... b30004.jpg

    http://subspace.homeunix.net/~daan/ext/ ... b30005.jpg

    http://subspace.homeunix.net/~daan/ext/ ... b30006.jpg

    http://subspace.homeunix.net/~daan/ext/ ... b30007.jpg

  • st0lve
    • July 3, 2005 at 11:23 PM
    • #212

    Crappy road:

    [Blocked Image: http://img111.imageshack.us/img111/4327/st0road0gi.jpg]

    Tiles pretty bad etc. but I didn't care to fix it.

  • DaanO
    • July 4, 2005 at 1:27 PM
    • #213

    it is! ;O

    Stolve: The transition between road and sides looks like a simple fade (not saying it is), it looks kinda of unnatural. I lke the colors of the texture

  • st0lve
    • July 4, 2005 at 3:41 PM
    • #214

    Well its basicly a photo from greece, dust and grass fades onto the asphalt.

    Greece is unatural

  • st0lve
    • July 12, 2005 at 4:33 PM
    • #215

    Brickwall again.

    Pretty repeative, but Im fixing the similar bricks as I post.

    [Blocked Image: http://img316.echo.cx/img316/3755/st0brick051ty.jpg]

  • von*ferret
    • July 12, 2005 at 5:47 PM
    • #216

    I dont like how the top and the bottom are the same texture, change that up. Than add some kind of detail to the top part to make it more interesting. Its a pretty boring photo sourced texture atm in my opinion.

  • kleinluka
    • July 12, 2005 at 5:53 PM
    • #217

    The scaling is weird. The bricks should be a lot smaller for the whole texture to make any sense. For the concrete edges, don't make them completely square and even.

  • st0lve
    • July 12, 2005 at 9:11 PM
    • #218

    Hmm, yeah the top concrete is pretty boring, but I like it as a base.

    About the scaling, whats wrong with it? Are the bricks to big compared to the concrete?

    Know about the shadows peris~

  • Steppenwolf
    • July 13, 2005 at 10:53 AM
    • #219

    they are too big compared to a human. always have in mind that a 512x512 texture in hl2 is a whole storey of a building.

    valve has a orange devtexture with a guy on it. this texture is a good reference for scaling

  • Sven_E
    • July 19, 2005 at 2:45 PM
    • #220

    [Blocked Image: http://img197.imageshack.us/img197/4782/wall1redstripe9gi.jpg]

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