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totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • Bic-B@ll
    • August 24, 2005 at 11:20 AM
    • #281

    oman you could grow some nice plants in that dirt, very nice plants

  • Steppenwolf
    • August 24, 2005 at 1:11 PM
    • #282

    It looks good curman but remove the leaves. They are too large scaled for a 512x512 imo.

  • h2
    • August 28, 2005 at 6:34 PM
    • #283

    [Blocked Image: http://www.hot.ee/ejuhkov/kirikusein1.jpg]

  • DaanO
    • August 28, 2005 at 8:14 PM
    • #284

    Nice! I like it

  • mikezilla
    • August 28, 2005 at 9:15 PM
    • #285

    i wouldn't remove the leaves. it's important to have interesting details for the players to see.

    most current gem games have terrain systems that hide most and any tiling issues because of the varying elevations of the ground and deco layers of grass and rocks on top of it.

    I think you had it pretty spot on, if anything I'd more leaves and rocks to give it a bit more of a visual punch.

  • curman
    • August 29, 2005 at 12:13 AM
    • #286

    i left the .psd at home, i'm at college with my Powerbook ;( I'm such a goof!

  • h2
    • August 29, 2005 at 10:46 PM
    • #287

    Made one brick texture today.

    [Blocked Image: http://www.hot.ee/ejuhkov/tellis33.jpg]

  • kleinluka
    • August 29, 2005 at 10:50 PM
    • #288

    you can see the wavyness of the bricks from the photo reference. might wanna fix that.

  • h2
    • August 29, 2005 at 11:07 PM
    • #289

    How should I do it? Move those bricks around manually? Warp transform didn't work that well...

    Thanks for your comment, I'll try to fix it somehow in the morning.

  • curman
    • August 29, 2005 at 11:14 PM
    • #290

    I'm no pro like klein, but sometimes I often run into that problem also, I usually have to select certain pieces of the textures, CTRL + T (For PC, the Transforming tool), and using distort. Of course you'll need to fix up patches and gaps, but it works.

  • ginsengavenger
    • August 29, 2005 at 11:45 PM
    • #291

    i rather prefer to correct barrel distortion at the source

    PanoTools is good versatile freeware with PS filter functionality. it's pretty dense to get started with but works wonders.

  • Steppenwolf
    • August 30, 2005 at 1:43 AM
    • #292

    photoshop cs2 has a lense correction tool for problems like this

  • von*ferret
    • August 30, 2005 at 7:09 AM
    • #293

    I need cs2.... damn the man. Maybe when I get back to sav.

  • Eliot
    • August 30, 2005 at 11:13 PM
    • #294
    Quote from von*ferret

    I need cs2.... damn the man. Maybe when I get back to sav.

    beter wait for cs3 i heard its coming soon

  • KIIIA
    • August 31, 2005 at 12:19 AM
    • #295

    Doing a small set around this base Tex atm...here the "door one":

    [Blocked Image: http://www.kiiia.com/Bilder/bricks_ocker_1_door_wip.jpg]

    Somehow I`m not lucky with the shadows....any comments on how to do this better!

  • curman
    • August 31, 2005 at 12:25 AM
    • #296

    It looks akward. It looks like you slapped the door (That looks like a photo) onto a cartoony-trim. Doesn't blend right :\

  • DaanO
    • August 31, 2005 at 12:39 AM
    • #297

    You'll want to get rid of all lighting on the texture itself. The door still has some shiny parts, i'd get rid of those. The wall looks good. I'd also make the green more subtle, less saturated

  • johnm487
    • September 1, 2005 at 6:33 PM
    • #298

    heres a simple brick wall.

    [Blocked Image: http://img.photobucket.com/albums/v14/johnm487/Wall_Texturecopy.jpg]

    the bottom needs a little fix.

    feedback please.

  • Sven_E
    • September 2, 2005 at 5:53 AM
    • #299

    [Blocked Image: http://img297.imageshack.us/img297/3975/wall19jt.jpg]

  • Steppenwolf
    • September 2, 2005 at 1:32 PM
    • #300
    Quote from KIIIA

    Doing a small set around this base Tex atm...here the "door one":[Blocked Image: http://www.kiiia.com/Bilder/bricks_ocker_1_door_wip.jpg]

    Somehow I`m not lucky with the shadows....any comments on how to do this better!

    The lighting and perspective of the door doesnt look right. On the bottom part it seems the door comes out of the doorframe.

    I also think it is too obvious that u used the highpass filter for the bricks. If u used him to sharpen the bricks then make next time a seperate layer for the highpass and mix it with hard light 20-40% to the original. Gives the texture a nice sharp and semiphotorealistic look without this pale greyness.

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