1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Creative Chat

totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • DaanO
    • September 16, 2005 at 1:08 AM
    • #341

    Texture needs 2 hands near that right splat

    I like it too

  • JacK
    • September 16, 2005 at 10:11 AM
    • #342

    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

  • DaanO
    • September 16, 2005 at 12:29 PM
    • #343

    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.

  • Hipshot
    • September 18, 2005 at 5:10 PM
    • #344

    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]

  • PhilipK
    • September 18, 2005 at 5:38 PM
    • #345

    seems like it does it's job well.

    gj.

  • Minos
    • September 18, 2005 at 8:53 PM
    • #346

    Yeah, good one hipshot.

  • Zacker
    • September 18, 2005 at 9:04 PM
    • #347

    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.

  • nico
    • September 18, 2005 at 9:25 PM
    • #348

    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.

  • Algor
    • September 18, 2005 at 9:59 PM
    • #349

    Nice work, hipshot. Looks like it works well in the light and shadows.

  • Hipshot
    • September 18, 2005 at 10:31 PM
    • #350

    [Blocked Image: http://img299.imageshack.us/img299/9466/test00000xh.jpg]

    Soz for image size.

  • von*ferret
    • September 18, 2005 at 10:52 PM
    • #351

    very nice mate. Maybe too much bump and shinyness though?

  • Minos
    • September 19, 2005 at 2:51 AM
    • #352

    I'm with fetter on this one, the brickwall looks too bumpy. The rest is fine imo gj

  • Evert
    • September 19, 2005 at 6:06 AM
    • #353

    not sure, the bump looks fine, I only thinks that it has got a little too much specular.

  • nico
    • September 19, 2005 at 10:36 AM
    • #354

    would perhaps be nice with that much shiny-ness if it was a map with rain?

  • h2
    • September 19, 2005 at 9:37 PM
    • #355

    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.

    here

  • kleinluka
    • September 20, 2005 at 12:55 AM
    • #356

    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)

  • D3ads
    • September 20, 2005 at 2:11 PM
    • #357

    Great texture, very Max Payne, but bricks should never ever be bump-mapped imho...

  • kleinluka
    • September 20, 2005 at 3:34 PM
    • #358

    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.

  • Zacker
    • September 20, 2005 at 3:49 PM
    • #359

    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.

  • ginsengavenger
    • September 21, 2005 at 1:21 AM
    • #360

    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?

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™