totally random texture thread
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I did some kinda normal map 30mins ago, wont post it because i want to try it ingame first in case it sucks a lot since at this morning i had no idea how to make normal maps and barely knew what was the purpose of it.

So now i should learn how use the texture and normal map in game.. oh boy. Too much stuff to learn

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There is a basic normal mapping tutorial for source engine games in particular just up at the snarkpit. Not sure if it will be any more useful to you, but might as well point it out...
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Great work swifty! its very aztec like

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however when you do it that way its not 100% correct. I"d prefer modeling the crannies just to get the effect I want.
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[Blocked Image: http://www.boomspeed.com/ozimander/fung.jpg]
yeah watermarked, fags. textures i make for skjalg my bestest friend
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Thats really good Curman. BUt i can take pictures of the ground too

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uhh... yeah thats all i did. kkk.
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Quote from Dark
Thats really good Curman. BUt i can take pictures of the ground too

useless comment.
curman: nice, i like the colors and crispness. maybe try making a grass that has dirt patches too or a transition from grass to gravel. cool stuff
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(hes a noob klein)
but thanks i'll work on that also. I tried a cliff texture at 1024x1024 today.. but overall i found it too be a bit blurry and tiling easily noticable patterns, so I tried a 512x512. I think perhaps a bit too much noise.. but.. rocks/cliffs have that feature.
[Blocked Image: http://files.upl.silentwhisper.net/upload1/Cliffsideone.jpg]
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Dude, the grasstexture looks totally awesome!

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Yeah curman it got too much noise and could maybe also use some more depth. Besides that it is nice.
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I thought a good normal map would cover the feel of depth? :\
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post your normal then.
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uh.. well.. uh.. gotta.. do homework. yeah.
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Its not a useless comment.
Im getting him going like he does to me.




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Howdo you make normal maps anyway? All the skins in Doom 3 engine games have their own multicoloured skin that maps over the main one, how do you do that? and what's a specular? All this modern day engine lingo confuses me

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Curman yes a normal would do something of it.
D3ads: There are some threads about it around here. Here is the ultra short version:
Normal maps can be made in PS with plugins and they can also be generated from a model.
Specular maps are for the shine, think blank metal and wet/waxed floors.
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[Blocked Image: http://www.hot.ee/ejuhkov6/h2_grass01.jpg]
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maybe add more color too it subtly? Make a softlight layer and add soft tones to it to simply get variations?
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