Texture needs 2 hands near that right splat ![]()
I like it too
Texture needs 2 hands near that right splat ![]()
I like it too
Hello all ![]()
It's supposed to be water, and for the source engine. I've just started, so go easy on me :
[Blocked Image: http://img396.imageshack.us/img396/1845/vann6hl.jpg]
it's 512x512 pixels, and it's for a cartony style map I'm working on... ![]()
"JacK"
Norway
I'd say nice start but it has too many geometric shapes, make things a bit smoother, rounder. Besides all that, i do think that water in the Source engine is more a matter of making the right shaders.
So, what were I doing really? I were doing a normal map.
[Blocked Image: http://www.zfight.com/misc/images/textures/misc/bumpmapsample1_18sept05.jpg]
[Blocked Image: http://www.zfight.com/misc/images/textures/misc/bumpmapsample2_18sept05.jpg]
[Blocked Image: http://www.zfight.com/misc/images/textures/misc/bumpmapsample3_18sept05.jpg]
[Blocked Image: http://www.zfight.com/misc/images/textures/misc/bumpmapsample4_18sept05.jpg]
[Blocked Image: http://www.zfight.com/misc/images/textures/misc/bumpmapsample5_18sept05.jpg]
seems like it does it's job well.
gj.
Yeah, good one hipshot.
Jack: Your water texture is quite special, it looks more like a piece of art than a texture to me. Danno pretty gave the c&c, you got way too many geometric shapes and your the water texture itself means nothing compared to the shader. A lot of the water textures in HL2 is purple and such because they don't have much effect on the ingame effect, at least not in the way we are used to.
i think the water texture might look rather nice when its moving/animated/inserted properly into the game, even though it has those geometric shapes.
Nice work, hipshot. Looks like it works well in the light and shadows.
[Blocked Image: http://img299.imageshack.us/img299/9466/test00000xh.jpg]
Soz for image size.
very nice mate. Maybe too much bump and shinyness though?
I'm with fetter on this one, the brickwall looks too bumpy. The rest is fine imo
gj
not sure, the bump looks fine, I only thinks that it has got a little too much specular.
would perhaps be nice with that much shiny-ness if it was a map with rain?
Hipshot, i agree with others, the brick texture is too bumpy. I like it a lot though.
I've been working on this old texture, perhaps you guys can put me on the right track.
i love how you did the transition from stucco to stone at the bottom... its a nice texture. try making the texture not as greenish though.
edit: (this was in response to a post that apparently has been deleted)
Great texture, very Max Payne, but bricks should never ever be bump-mapped imho...
Why is that? As long as you don't go overboard with the bumpyness and use it with a not so hysterically bright specular map you can get awesome results.
Bricks should for sure be bump mapped, as Klein says you just need to be very careful if you also want to apply a spec map.
to be perfectly honest I don't feel the bump&spec improves the bricks or the archway, it just makes the whole scene feel plastic. in most situations the lighting on bricks will be pretty predictable and might as well be done directly in the texture. the concrete on the other hand looks good, though it could be subtler with less depth.
h2 i like your textures a lot. maybe some shading under the broken plaster in the first one and some less aggressive darkening at the bottom of the next two?
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